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Revision: 1.44
Committed: Thu Jan 8 01:26:55 2009 UTC (15 years, 4 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.43: +25 -0 lines
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File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Deliantra object types and their attributes. #
6 # #
7 # The server code of the Deliantra game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # New types must be inserted maintaining the alphabetical order. #
15 # #
16 # about the 'type' elements: #
17 # #
18 # <type number="15" name="Type Name"> #
19 # <import_type name="Type Name" /> import attributes of this type #
20 # <required> #
21 # list of required attributes to identifying this type #
22 # </required> #
23 # <ignore> #
24 # list of attributes not to import from default_type #
25 # </ignore> #
26 # <description><![CDATA[ #
27 # Description of this type.]]> #
28 # </description> #
29 # <use><![CDATA[ #
30 # How to use this type.]]> #
31 # </use> #
32 # ... attributes ... #
33 # </type> #
34 # #
35 # about the 'attribute' type: <attribute ... type="XXX" > #
36 # #
37 # bool - This attribute can only be set to '1' or '0' #
38 # int - This attribute contains a decimal number #
39 # float - This attr. contains a floating point number #
40 # string - This attribute contains a string #
41 # text - This attribute contains a text ("text" can have #
42 # linebreaks, unlike "string") #
43 # fixed - This attribute is always set to a fixed 'value' #
44 # (There is no user-input for this attribute) #
45 # spell - This attribute contains a spell. The mapmaker can #
46 # choose spells from a combo box. #
47 # nz_spell - works just like 'spell', except that the #
48 # spell-value zero is always interpreted as <none>, #
49 # never as "magic bullet" #
50 # bool_special - Like bool, but with customized true/false values #
51 # treasurelist - CF treasure list (see "treasures" file) #
52 # list_LISTNAME - list, must be defined as a <list> element #
53 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54 # element #
55 # #
56 # Created by Andreas Vogl. #
57 ######################################################################
58 -->
59 <!DOCTYPE types [
60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61
62 <!ELEMENT bitmask (entry*)>
63 <!ATTLIST bitmask name CDATA #REQUIRED>
64
65 <!ELEMENT list (entry*)>
66 <!ATTLIST list name CDATA #REQUIRED>
67
68 <!ELEMENT entry EMPTY>
69 <!ATTLIST entry bit CDATA #IMPLIED
70 value CDATA #IMPLIED
71 name CDATA #REQUIRED>
72
73 <!ELEMENT ignore_list (attribute* | EMPTY)>
74 <!ATTLIST ignore_list name CDATA #REQUIRED>
75
76 <!ELEMENT default_type (attribute*)>
77
78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79 <!ATTLIST type name CDATA #REQUIRED
80 number CDATA #REQUIRED>
81
82 <!ELEMENT description (#PCDATA)>
83 <!ELEMENT use (#PCDATA)>
84
85 <!ELEMENT import_type EMPTY>
86 <!ATTLIST import_type name CDATA #REQUIRED>
87
88 <!ELEMENT required (attribute+)>
89 <!ELEMENT ignore (attribute*,ignore_list*)>
90
91 <!ELEMENT section (attribute+)>
92 <!ATTLIST section name CDATA #REQUIRED>
93
94 <!ELEMENT attribute (#PCDATA)>
95 <!ATTLIST attribute type CDATA #IMPLIED
96 arch CDATA #IMPLIED
97 arch_begin CDATA #IMPLIED
98 arch_end CDATA #IMPLIED
99 editor CDATA #IMPLIED
100 value CDATA #IMPLIED
101 length CDATA #IMPLIED
102 true CDATA #IMPLIED
103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
354 ]>
355
356 <types>
357
358 <!--###################### bitmask definitions ######################-->
359
360 <bitmask name="attacktype">
361 <entry bit="0" name="Physical" />
362 <entry bit="1" name="Magical" />
363 <entry bit="2" name="Fire" />
364 <entry bit="3" name="Electricity" />
365 <entry bit="4" name="Cold" />
366 <entry bit="5" name="Confusion" />
367 <entry bit="6" name="Acid" />
368 <entry bit="7" name="Drain" />
369 <entry bit="8" name="Weaponmagic" />
370 <entry bit="9" name="Ghosthit" />
371 <entry bit="10" name="Poison" />
372 <entry bit="11" name="Slow" />
373 <entry bit="12" name="Paralyze" />
374 <entry bit="13" name="Turn Undead" />
375 <entry bit="14" name="Fear" />
376 <entry bit="15" name="Cancellation" />
377 <entry bit="16" name="Depletion" />
378 <entry bit="17" name="Death" />
379 <entry bit="18" name="Chaos" />
380 <entry bit="19" name="Counterspell" />
381 <entry bit="20" name="God Power" />
382 <entry bit="21" name="Holy Power" />
383 <entry bit="22" name="Blinding" />
384 </bitmask>
385
386 <bitmask name="material">
387 <entry bit="0" name="Paper" />
388 <entry bit="1" name="Iron" />
389 <entry bit="2" name="Glass" />
390 <entry bit="3" name="Leather" />
391 <entry bit="4" name="Wood" />
392 <entry bit="5" name="Organics" />
393 <entry bit="6" name="Stone" />
394 <entry bit="7" name="Cloth" />
395 <entry bit="8" name="Adamantite" />
396 <entry bit="9" name="Liquid" />
397 <entry bit="10" name="Soft Metal" />
398 <entry bit="11" name="Bone" />
399 <entry bit="12" name="Ice" />
400 <entry bit="13" name="(supress name on display)" />
401
402 </bitmask>
403
404 <bitmask name="spellpath">
405 <entry bit="0" name="Protection" />
406 <entry bit="1" name="Fire" />
407 <entry bit="2" name="Frost" />
408 <entry bit="3" name="Electricity" />
409 <entry bit="4" name="Missiles" />
410 <entry bit="5" name="Self" />
411 <entry bit="6" name="Summoning" />
412 <entry bit="7" name="Abjuration" />
413 <entry bit="8" name="Restoration" />
414 <entry bit="9" name="Detonation" />
415 <entry bit="10" name="Mind" />
416 <entry bit="11" name="Creation" />
417 <entry bit="12" name="Teleportation" />
418 <entry bit="13" name="Information" />
419 <entry bit="14" name="Transmutation" />
420 <entry bit="15" name="Transferrence" />
421 <entry bit="16" name="Turning" />
422 <entry bit="17" name="Wounding" />
423 <entry bit="18" name="Death" />
424 <entry bit="19" name="Light" />
425 </bitmask>
426
427 <bitmask name="will_apply">
428 <entry bit="0" name="Apply Handles" />
429 <entry bit="1" name="Open Chests" />
430 <entry bit="2" name="Break Walls" />
431 <entry bit="3" name="Open Doors" />
432 </bitmask>
433
434 <bitmask name="pick_up">
435 <entry bit="0" name="Nothing" />
436 <entry bit="1" name="Wealth" />
437 <entry bit="2" name="Food" />
438 <entry bit="3" name="Weapons" />
439 <entry bit="4" name="Armour" />
440 <entry bit="5" name="Inverse" />
441 <entry bit="6" name="All" />
442 </bitmask>
443
444 <bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
451 </bitmask>
452
453 <!--###################### list definitions ######################-->
454
455 <list name="direction">
456 <entry value="0" name="&lt;none&gt;" />
457 <entry value="1" name="north" />
458 <entry value="2" name="northeast" />
459 <entry value="3" name="east" />
460 <entry value="4" name="southeast" />
461 <entry value="5" name="south" />
462 <entry value="6" name="southwest" />
463 <entry value="7" name="west" />
464 <entry value="8" name="northwest" />
465 </list>
466
467 <list name="mood">
468 <entry value="0" name="furious" />
469 <entry value="1" name="angry" />
470 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" />
473 </list>
474
475 <list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" />
478 <entry value="1048576" name="improvement" />
479 </list>
480
481 <list name="weapon_type">
482 <entry value="0" name="&lt;unknown&gt;" />
483 <entry value="1" name="sword" />
484 <entry value="2" name="arrows" />
485 <entry value="3" name="axe" />
486 <entry value="4" name="katana" />
487 <entry value="5" name="knife, dagger" />
488 <entry value="6" name="whip, chain" />
489 <entry value="7" name="hammer, flail" />
490 <entry value="8" name="club, stick" />
491 </list>
492
493 <list name="skill_type">
494 <entry value="1" name="lockpicking" />
495 <entry value="2" name="hiding" />
496 <entry value="3" name="smithery" />
497 <entry value="4" name="bowyer" />
498 <entry value="5" name="jeweler" />
499 <entry value="6" name="alchemy" />
500 <entry value="7" name="stealing" />
501 <entry value="8" name="literacy" />
502 <entry value="9" name="bargaining" />
503 <entry value="10" name="jumping" />
504 <entry value="11" name="detect magic" />
505 <entry value="12" name="oratory" />
506 <entry value="13" name="singing" />
507 <entry value="14" name="detect curse" />
508 <entry value="15" name="find traps" />
509 <entry value="16" name="mediatation" />
510 <entry value="17" name="punching" />
511 <entry value="18" name="flame touch" />
512 <entry value="19" name="karate" />
513 <entry value="20" name="climbing" />
514 <entry value="21" name="woodsman" />
515 <entry value="22" name="inscription" />
516 <entry value="23" name="one handed weapons" />
517 <entry value="24" name="missile weapons" />
518 <entry value="25" name="throwing" />
519 <entry value="26" name="use magic item" />
520 <entry value="27" name="disarm traps" />
521 <entry value="28" name="set traps" />
522 <entry value="29" name="thaumaturgy" />
523 <entry value="30" name="praying" />
524 <entry value="31" name="clawing" />
525 <entry value="32" name="levitation" />
526 <entry value="33" name="summoning" />
527 <entry value="34" name="pyromancy" />
528 <entry value="35" name="evocation" />
529 <entry value="36" name="sorcery" />
530 <entry value="37" name="two handed weapons" />
531 </list>
532
533 <list name="spell_type">
534 <entry value="1" name="raise dead" />
535 <entry value="2" name="rune" />
536 <entry value="3" name="make mark" />
537 <entry value="4" name="bolt" />
538 <entry value="5" name="bullet" />
539 <entry value="6" name="explosion" />
540 <entry value="7" name="cone" />
541 <entry value="8" name="bomb" />
542 <entry value="9" name="wonder" />
543 <entry value="10" name="smite" />
544 <entry value="11" name="magic missile" />
545 <entry value="12" name="summon golem" />
546 <entry value="13" name="dimension door" />
547 <entry value="14" name="magic mapping" />
548 <entry value="15" name="magic wall" />
549 <entry value="16" name="destruction" />
550 <entry value="17" name="perceive self" />
551 <entry value="18" name="word of recall" />
552 <entry value="19" name="invisible" />
553 <entry value="20" name="probe" />
554 <entry value="21" name="healing" />
555 <entry value="22" name="create food" />
556 <entry value="23" name="earth to dust" />
557 <entry value="24" name="change ability" />
558 <entry value="25" name="bless" />
559 <entry value="26" name="curse" />
560 <entry value="27" name="summon monster" />
561 <entry value="28" name="recharge" />
562 <entry value="29" name="polymorph" />
563 <entry value="30" name="alchemy" />
564 <entry value="31" name="remove curse" />
565 <entry value="32" name="identify" />
566 <entry value="33" name="detection" />
567 <entry value="34" name="mood change" />
568 <entry value="35" name="moving ball" />
569 <entry value="36" name="swarm" />
570 <entry value="37" name="charge mana" />
571 <entry value="38" name="dispel rune" />
572 <entry value="39" name="create missile" />
573 <entry value="40" name="consecrate" />
574 <entry value="41" name="animate weapon" />
575 <entry value="42" name="light" />
576 <entry value="43" name="change map light" />
577 <entry value="44" name="faery fire" />
578 <entry value="45" name="disease" />
579 <entry value="46" name="aura" />
580 <entry value="47" name="town portal" />
581 </list>
582
583 <list name="event_type">
584 <entry value="0" name="none" />
585 <entry value="1" name="apply" />
586 <entry value="2" name="attack" />
587 <entry value="3" name="death" />
588 <entry value="4" name="drop" />
589 <entry value="5" name="pickup" />
590 <entry value="6" name="say" />
591 <entry value="7" name="stop" />
592 <entry value="8" name="time" />
593 <entry value="9" name="throw" />
594 <entry value="10" name="trigger" />
595 <entry value="11" name="close" />
596 <entry value="12" name="timer" />
597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599 </list>
600
601 <list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611 </list>
612
613 <list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
624 </list>
625
626 <!--###################### default attributes ######################-->
627
628 <!--
629 The attributes of the default_type get added to all other types by default.
630 Every type can have an 'ignore' element however, which is used to specify
631 default attributes *not* to inherit.
632 -->
633 <default_type>
634 <attribute arch="name" editor="name" type="string">
635 This is the name of the object, displayed to the player.
636 </attribute>
637 <attribute arch="name_pl" editor="plural name" type="string">
638 This is the plural name of the object. A plural name must be set for
639 all items that can be picked up and collected by the player.
640 </attribute>
641 <attribute arch="title" editor="title" type="string">
642 This is the object's title. Once an object is identified the title is
643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
644 </attribute>
645 <attribute arch="face" editor="image" type="string">
646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
658 </attribute>
659 <attribute arch="nrof" editor="number" type="int">
660 This value determines the number of objects in one stack (for example:
661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
662 any pickable object - otherwise it won't be mergeable into a stack.
663 </attribute>
664 <attribute arch="weight" editor="weight" type="int">
665 This value defines the object's weight in grams (1000g is 1kg). Objects with
666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
667 for explicitly non-pickable objects (hey, this is opensource.. you
668 never know ;) ).
669 </attribute>
670 <attribute arch="value" editor="value" type="int">
671 Determines the value of the object, in units of silver coins (one
672 platinum coin == 50 silver coins). Value for buying/selling will be
673 further modified by various factors. Hence, testing values in-game is
674 usually inevitable.
675 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit.
680 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects.
685 </attribute>
686 <attribute arch="no_pick" editor="non-pickable" type="bool">
687 If set, the object cannot be picked up (Neither by players nor monsters).
688 </attribute>
689 <attribute arch="invisible" editor="invisible" type="bool">
690 Generally makes the object invisible. Depending on the object-type,
691 some can be made visible by the show_invisible spell. If in doubt, test it.
692 Putting an invisible object under the floor always prevents it from being
693 shown.
694 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop.
698 </attribute>
699 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it.
701 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool">
703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
704 a shop mat, paying the demanded price. Setting this flag makes sense
705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
716 </attribute>
717 </default_type>
718
719 <!-- This ignorelist is for all system objects which are non pickable
720 and invisible. They don't interact with players at all. -->
721 <ignore_list name="system_object">
722 <attribute arch="value" />
723 <attribute arch="nrof" />
724 <attribute arch="weight" />
725 <attribute arch="name_pl" />
726 <attribute arch="material" />
727 <attribute arch="no_pick" />
728 <attribute arch="unpaid" />
729 <attribute arch="title" />
730 <attribute arch="glow_radius" />
731 <attribute arch="identified" />
732 <attribute arch="blocksview" />
733 <attribute arch="invisible" />
734 </ignore_list>
735
736 <!-- This ignorelist is for non-pickable objects. They can be seen by
737 the player, but don't have values like material or weight. -->
738 <ignore_list name="non_pickable">
739 <attribute arch="value" />
740 <attribute arch="nrof" />
741 <attribute arch="weight" />
742 <attribute arch="name_pl" />
743 <attribute arch="material" />
744 <attribute arch="no_pick" />
745 <attribute arch="unpaid" />
746 <attribute arch="title" />
747 <attribute arch="identified" />
748 </ignore_list>
749
750 <!--####################################################################-->
751 <type number="0" name="Misc">
752 <required>
753 <!-- this is a special case: The "misc" type with type number 0 is
754 the fallback for all types which don't match any other defined types.
755 The required attribute "misc x" prevents that it gets confused with
756 other types like "monster & npc" which also have type number 0. -->
757 <attribute arch="misc" value="x" />
758 </required>
759 &movement_types_terrain;
760 <attribute arch="cursed" editor="cursed" type="bool">
761 Curses can have various effects: On equipment and food,
762 they generally harm the player in some way.
763 </attribute>
764 <attribute arch="damned" editor="damned" type="bool">
765 A damned item/floor on the ground makes it impossible for players
766 to use prayers on that spot. It also prevents players from saving.
767 Damnation on equipment works similar to a curse.
768 </attribute>
769 <attribute arch="unique" editor="unique item" type="bool">
770 Unique items exist only one time on a server. If the item
771 is taken, lost or destroyed - it's gone for good.
772 </attribute>
773 <attribute arch="startequip" editor="godgiven item" type="bool">
774 A godgiven item vanishes as soon as the player
775 drops it to the ground.
776 </attribute>
777 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
778 This text may describe the object.
779 </attribute>
780 </type>
781
782 <!--####################################################################-->
783 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
784 <type number="999" name="Ability">
785 <ignore>
786 <ignore_list name="system_object" />
787 </ignore>
788 <description><![CDATA[
789 Abilities are to be put in a monster's inventory. They grant monsters the
790 knowledge to cast spells. Spells from abilities are usually magical in
791 nature, thus adding magic attacktype to the spell-damage they produce.
792 <br><br>
793 A particularly nice feature of abilities is that they can hold two
794 spells: One for short range - and one for long range use.
795 \n\n
796 You should know that spellcasting monsters receive abilities via
797 &lt;treasurelist&gt;.]]>
798 </description>
799 <use><![CDATA[
800 If you want to create "customized" spellcasting monsters, you
801 should use abilities (rather than spellbooks/wands or something).
802 The long/short-range spell feature can make boss-monsters more
803 interesting and challenging.
804 <br><br>
805 You should keep in mind that magic abilities allow players
806 to get better resistance. You can turn off the magic part to
807 make the spells more dangerous. However, this really shouldn't
808 be neccessary unless you work on very high level maps.
809 And what fun is a magic resistance cloak when it has no effect?]]>
810 </use>
811 <attribute arch="invisible" value="1" type="fixed" />
812 <attribute arch="no_drop" value="1" type="fixed" />
813 <attribute arch="sp" editor="short range spell" type="spell">
814 The monster will use the specified &lt;short range spell&gt;
815 when the player is within 6-square radius (of the
816 monster's head).
817 </attribute>
818 <attribute arch="hp" editor="long range spell" type="nz_spell">
819 The monster will use the specified &lt;long range spell&gt;
820 when the player is at least 6 squares away (from the
821 monster's head).
822
823 Setting a &lt;long range spell&gt; is optional. If unset, the
824 &lt;short range spell&gt; gets used all the time.
825 </attribute>
826 <attribute arch="maxsp" editor="importance" type="int">
827 Sometimes you'll want a monster to use one ability more than others.
828 To achieve this, set the &lt;importance&gt; to a value greater than
829 one. Abilities with this value zero/unset are counted to be of
830 &lt;importance&gt; one.
831
832 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
833 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
834 times the "small fireball".
835 </attribute>
836 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
837 This flag specifies whether the ability &lt;is magical&gt; in nature.
838 If enabled, all spells produced by this ability will have magic
839 attacktype added to the usual attacktypes.
840
841 This should always be set for spell-like abilities. "Natural"
842 abilities like a dragon's firebreath are an exception.
843 Note that non-magical abilities are more dangerous because
844 magic resistance does not protect from those.</attribute>
845 </type>
846
847 <!--####################################################################-->
848 <type number="18" name="Altar">
849 <ignore>
850 <ignore_list name="non_pickable" />
851 </ignore>
852 <description><![CDATA[
853 When a player puts a defined number of certain items on the altar,
854 then either a spell is casted (on the player) or a connector is
855 triggered. If the latter is the case, the altar works only once.
856 Either way, the sacrificed item disappears.]]>
857 </description>
858 <attribute arch="no_pick" value="1" type="fixed" />
859 &move_on;
860 <attribute arch="slaying" editor="match item name" type="string">
861 This string specifies the item that must be put on the altar to
862 activate it. It can either be the name of an archetype, or directly
863 the name of an object. Yet, titles are not recognized by altars.
864 If you want the player to have to drop a specific amount of money use "money".
865 See also the "drop amount" attribute.
866 </attribute>
867 <attribute arch="food" editor="drop amount" type="int">
868 The drop amount specifies the amount of items (specified
869 in &lt;match item name&gt;) that must be dropped to activate the altar.
870
871 If &lt;match item name&gt; is set to "money", then the value of the
872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
873 200 silver, 20 gold, or 4 platinum will all work.)
874
875 Note that the maximum possible for &lt;drop amount&gt; is 32767.
876 </attribute>
877 <attribute arch="connected" editor="connection" type="int">
878 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once.
880 </attribute>
881 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the
883 player). This should work for any given spell. The altar will work
884 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
885 one altar.
886 </attribute>
887 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
888 This text will be displayed to the player
889 in the exact moment when the altar is activated.
890 </attribute>
891 </type>
892
893 <!--####################################################################-->
894 <type number="31" name="Altar Trigger">
895 <ignore>
896 <ignore_list name="non_pickable" />
897 </ignore>
898 <description><![CDATA[
899 Altar_triggers work pretty much like normal altars
900 (drop sacrifice -> connection activated), except for the fact that
901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
902 </description>
903 <use><![CDATA[
904 Altar_triggers are very useful if you want to charge a price for...
905 <UL>
906 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
907 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
908 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
909 </UL>
910 The big advantage over normal altars is the infinite usability
911 of altar_triggers! If there are ten players on one server, they're
912 quite grateful if things work more than once. =)]]>
913 </use>
914 <attribute arch="no_pick" value="1" type="fixed" />
915 <attribute arch="slaying" editor="match item name" type="string">
916 This string specifies the item that must be put on the altar to
917 activate it. It can either be the name of an archetype, or directly
918 the name of an object. Yet, titles are not recognized by altars.
919 If you want the player to have to drop a specific amount of money use "money".
920 See also the "drop amount" attribute.
921 </attribute>
922 <attribute arch="food" editor="drop amount" type="int">
923 The drop amount specifies the amount of items (specified
924 in &lt;match item name&gt;) that must be dropped to activate the altar.
925
926 If &lt;match item name&gt; is set to "money", then the value of the
927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
928 200 silver, 20 gold, or 4 platinum will all work.)
929
930 Note that the maximum possible for &lt;drop amount&gt; is 32767.
931 </attribute>
932 <attribute arch="connected" editor="connection" type="int">
933 If a connection value is set, the altar will trigger all objects
934 with the same value, when activated. This will only work once.
935 </attribute>
936 <attribute arch="sp" editor="spell" type="spell">
937 When activated, this &lt;spell&gt; will be casted (once, on the player).
938 This should work for any given spell. The altar will work infinitely
939 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
940 </attribute>
941 <attribute arch="exp" editor="reset time" type="int">
942 Being activated, the altar will reset after &lt;reset time&gt; ticks.
943 After reset, the altar is ready to be activated once again.
944 The default &lt;reset time&gt; is 30.
945 </attribute>
946 <attribute arch="last_sp" editor="ignore reset" type="bool">
947 If this attribute is enabled, the altar_trigger won't push the
948 connected value by altar reset. Only ONCE by dropping the sacrifice.
949 This is typically used when the altar is connected to a creator,
950 e.g. for selling tickets.
951
952 If this attribute is disabled (default), the altar_trigger
953 will push the connected value TWICE per sacrifice: First by
954 dropping sacrifice, second by reset. This mode is typically
955 used for altars being connected to gates, resulting in the
956 gate being opened and closed again.
957 </attribute>
958 &move_on;
959 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
960 This text will be displayed to the player
961 in the exact moment when the altar is activated.
962 </attribute>
963 </type>
964
965 <!--####################################################################-->
966 <type number="74" name="Skill Tool">
967 <description><![CDATA[
968 Wearing a skill tool will give the player the ability to use a skill.
969 ]]>
970 </description>
971 <use><![CDATA[
972 Feel free to assign resistancies and stats to a skill tools or change
973 the skill that is given.
974 ]]>
975 </use>
976 <attribute arch="skill" editor="skill name" type="string">
977 This field describes which skill the player will be able to use wearing this item.
978 </attribute>
979 &player_stat_resist_sections;
980 </type>
981 <!--####################################################################-->
982 <type number="39" name="Amulet">
983 <description><![CDATA[
984 Wearing an amulet, the object's stats will directly be inherited to
985 the player. Amulets are usually meant for protection and defense.]]>
986 </description>
987 <use><![CDATA[
988 Feel free to create your own special artifacts. However, it is very
989 important that you keep your artifact in balance with existing maps.]]>
990 </use>
991 <attribute arch="ac" editor="armour class" type="int">
992 This value defines the amount of armour-class bonus for wearing
993 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
994 values are better. It should usually be set only for armour-like equipment.
995 </attribute>
996 <attribute arch="wc" editor="weapon class" type="int">
997 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
998 melee attacks. Weapon class improves the chance of hitting the opponent.
999 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1000 be set only for weapon-like items. Lower values are better.
1001 </attribute>
1002 <attribute arch="item_power" editor="item power" type="int">
1003 The &lt;item power&gt; value measures how "powerful" an artifact is.
1004 Players will only be able to wear equipment with a certain total
1005 amount of &lt;item power&gt;, depending on their own level. This is the
1006 only way to prevent low level players to wear "undeserved" equipment
1007 (like gifts from other players or cheated items).
1008
1009 It is very important to adjust the &lt;item power&gt; value carefully
1010 for every artifact you create! If zero/unset, the Deliantra server will
1011 calculate a provisional value at runtime, but this is never
1012 going to be an accurate measurement of &lt;item power&gt;.
1013 </attribute>
1014 <attribute arch="damned" editor="damnation" type="bool">
1015 A damned piece of equipment cannot be unwielded unless the curse
1016 is removed. Removing damnations is a tick harder than removing curses.
1017 </attribute>
1018 <attribute arch="cursed" editor="curse" type="bool">
1019 A cursed piece of equipment cannot be unwielded
1020 unless the curse is removed.
1021 </attribute>
1022 <attribute arch="lifesave" editor="save life" type="bool">
1023 An item with this flag enabled will save the players life
1024 for one time: When the player is wearing this item and his
1025 health points reach zero, the item disappears, replenishing
1026 half of the player's health.
1027
1028 An item with &lt;save life&gt; should not have
1029 any decent additional bonuses!
1030 </attribute>
1031 <attribute arch="unique" editor="unique item" type="bool">
1032 Unique items exist only one time on a server. If the item
1033 is taken, lost or destroyed - it's gone for good.
1034 </attribute>
1035 <attribute arch="startequip" editor="godgiven item" type="bool">
1036 A godgiven item vanishes as soon as the player
1037 drops it to the ground.
1038 </attribute>
1039 <attribute arch="applied" editor="is applied" type="bool">
1040 If you put this item into the inventory of a monster, and
1041 you want the monster to use/wear the item - you must set
1042 &lt;is applied&gt;.
1043 Enabling this flag doesn't make any sense if the item
1044 is NOT in a monster's inventory.
1045 </attribute>
1046 &player_stat_resist_sections;
1047 <section name="misc">
1048 <attribute arch="luck" editor="luck bonus" type="int">
1049 With positive luck bonus, the player is more likely to
1050 succeed in all sorts of things (spellcasting, praying,...).
1051 Unless the &lt;luck bonus&gt; is very high, the effect will be
1052 barely visible in-game. Luck bonus on one piece of equipment
1053 should never exceed 3, and such bonus should not be too
1054 frequently available.
1055 </attribute>
1056 <attribute arch="hp" editor="health regen." type="int">
1057 Positive &lt;health regen.&gt; bonus speeds up the
1058 player's healing process. Negative values slow it down.
1059 </attribute>
1060 <attribute arch="sp" editor="mana regen." type="int">
1061 Positive &lt;mana regen.&gt; bonus speeds up the
1062 player's mana regeneration. Negative values slow it down.
1063 </attribute>
1064 <attribute arch="grace" editor="grace regen." type="int">
1065 Positive &lt;grace regen.&gt; bonus speeds up the
1066 player's grace regeneration. Negative values slow it down.
1067 Since grace can be regenerated rather easy with praying,
1068 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1069 </attribute>
1070 <attribute arch="food" editor="food bonus" type="int">
1071 Positive &lt;food bonus&gt; slows down the player's digestion,
1072 thus he consumes less food. Negative values speed it up.
1073
1074 Note that food is consumed not only for "being alive", but
1075 also for healing and mana-regeneration.
1076 &lt;food bonus&gt; only affects the amount of food consumed
1077 for "being alive". Hence, even with high &lt;food bonus&gt;,
1078 during a fight a player can run out of food quickly.
1079 </attribute>
1080 <attribute arch="xrays" editor="xray vision" type="bool">
1081 Xray vision allows the player to see through obstacles
1082 in a two-square-wide radius. This is extremely helpful and
1083 desirable, so don't give it away for cheap on equipment.
1084 </attribute>
1085 <attribute arch="stealth" editor="stealth" type="bool">
1086 Stealth allows the player to move silently.
1087 This comes to effect if a player turns himself
1088 invisible and tries to sneak around monsters.
1089 (At least that was the idea behind it)
1090 </attribute>
1091 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1092 If a player is wearing any piece of equipment with
1093 the ability to &lt;reflect spells&gt;, all kinds of
1094 spell-bullets and -beams will bounce off him.
1095 This works only about 90% of all times, to
1096 avoid players being completely immune to certain
1097 types of attacks.
1098
1099 This is a very powerful ability and it
1100 shouldn't be handed out cheap!
1101 </attribute>
1102 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1103 If a player is wearing any piece of equipment with
1104 the ability to &lt;reflect missiles&gt;, all kinds of
1105 projectiles (e.g. arrows, bolts, boulders) will
1106 bounce off him. This works only about 90% of all
1107 times, to avoid players being completely immune to
1108 certain types of attacks.
1109 </attribute>
1110 &move_type;
1111 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1112 Click on the &lt;attuned paths&gt; button to select spellpaths.
1113 The player will get attuned to the specified spellpaths
1114 while wearing this item.
1115 </attribute>
1116 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1117 Click on the &lt;repelled paths&gt; button to select spellpaths.
1118 The player will get repelled to the specified spellpaths
1119 while wearing this item.
1120 </attribute>
1121 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1122 Click on the &lt;denied paths&gt; button to select spellpaths.
1123 The specified spellpaths will be denied to the player
1124 while wearing this item.
1125 </attribute>
1126 </section>
1127 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1128 This text describes the item's "story". Every decent artifact
1129 should have such a description.
1130 </attribute>
1131 </type>
1132
1133 <!--####################################################################-->
1134 <type number="58" name="Battleground">
1135 <ignore>
1136 <ignore_list name="non_pickable" />
1137 </ignore>
1138 <description><![CDATA[
1139 Battleground is very special: In short, players can die on battleground
1140 without any death penalties. They don't loose or gain experience
1141 while on battleground. Acid, draining and depletion effects don't
1142 work either.
1143 When a player dies on battleground, he gets teleported to an exit
1144 location which is defined in the battleground object.]]>
1145 </description>
1146 <use><![CDATA[
1147 Battleground is only meant for player vs. player duels. You can
1148 design combat arenas similiar to the one in scorn.<br>
1149 What should NEVER be done is placing battleground tiles in
1150 open dungeons or other free kinds of land.
1151 It must not be possible to gain significant treasure for fighting
1152 on battleground, because it bears no risk.<br><br>
1153 (Battleground will cease to work when the image or name is changed,
1154 or when it is placed beneath another floor tile.
1155 This is not a bug, it is there to prevent any attempts of placing
1156 "hidden" battleground tiles anywhere.)]]>
1157 </use>
1158 <attribute arch="no_pick" value="1" type="fixed" />
1159 <attribute arch="is_floor" value="1" type="fixed" />
1160 <attribute arch="hp" editor="destination X" type="int">
1161 The exit destinations define the (x, y)-coordinates where players
1162 get teleported after they died on this battleground.
1163 </attribute>
1164 <attribute arch="sp" editor="destination Y" type="int">
1165 The exit destinations define the (x, y)-coordinates where players
1166 get teleported after they died on this battleground.
1167 </attribute>
1168 </type>
1169
1170 <!--####################################################################-->
1171 <type number="165" name="Safe ground">
1172 <ignore>
1173 <ignore_list name="non_pickable" />
1174 </ignore>
1175 <description><![CDATA[
1176 Safe ground is a special object that prevents any effects that might
1177 be harmful for the map, other players or items on the map.
1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1179 from being used and blocks bombs from exploding. Note that altars that
1180 do cast spells still work.
1181 ]]>
1182 </description>
1183 <use><![CDATA[
1184 Safe ground can be used to prevents any means of burning
1185 or destroying the items in a shop. Put this object below all floor tiles
1186 in your map and your shop will be safe. It's generally useful for making
1187 areas where really no kind of spell should be invoked by a player.
1188 ]]>
1189 </use>
1190 &movement_types_terrain;
1191 <attribute arch="no_pick" value="1" type="fixed" />
1192 </type>
1193
1194 <!--####################################################################-->
1195 <type number="8" name="Book">
1196 <description><![CDATA[
1197 Applying a book, the containing message is displayed to the player.]]>
1198 </description>
1199 <attribute arch="level" editor="literacy level" type="int">
1200 If this value is set to be greater than zero, the player needs a
1201 certain literacy level to succeed reading the book. The book can be
1202 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1203 book can be a nice idea, personally I like it when a player needs
1204 more than his fighting skills to solve a quest. However, keep the
1205 booklevel at least below 15 because it is quite hard to gain high
1206 mental levels.
1207 </attribute>
1208 <attribute arch="startequip" editor="godgiven item" type="bool">
1209 A godgiven item vanishes as soon as the player
1210 drops it to the ground.
1211 </attribute>
1212 <attribute arch="unique" editor="unique item" type="bool">
1213 Unique items exist only one time on a server. If the item
1214 is taken, lost or destroyed - it's gone for good.
1215 </attribute>
1216 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1217 This is the text that appears "written" in the book.
1218 </attribute>
1219 <attribute arch="slaying" editor="key string" type="string">
1220 This is the key string of the book. The key string is checked by an inventory checker.
1221 (This is used eg. for the gate/port passes in scorn)
1222 </attribute>
1223 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1224 If this flag is true the player won't be able to identify this
1225 item with by using a skill.
1226 </attribute>
1227 </type>
1228
1229 <!--####################################################################-->
1230 <type number="99" name="Boots">
1231 <import_type name="Amulet" />
1232 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor
1235 protection bonus.]]>
1236 </description>
1237 <use><![CDATA[
1238 Feel free to create your own special artifacts. However, it is very
1239 important that you keep your artifact in balance with existing maps.]]>
1240 </use>
1241 <attribute arch="exp" editor="speed bonus" type="int">
1242 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1243 while worn. This kind of bonus is quite desirable for players of low-
1244 and medium level. High level players usually have fastest possible
1245 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1246 Still, this bonus is good for nice artifacts - not everything has
1247 to be for highest level.
1248 </attribute>
1249 <attribute arch="magic" editor="magic bonus" type="int">
1250 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1251 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1252 than direct armour-class bonus on the boots.
1253
1254 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1255 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1256 </attribute>
1257 </type>
1258
1259 <!--####################################################################-->
1260 <type number="104" name="Bracers">
1261 <import_type name="Amulet" />
1262 <description><![CDATA[
1263 Bracers are armour-plates worn around the wrists.
1264 Wearing bracer, the object's stats will directly be inherited to
1265 the player. Usually enhancing his defense.]]>
1266 </description>
1267 <use><![CDATA[
1268 Feel free to create your own special artifacts. However, it is very
1269 important that you keep your artifact in balance with existing maps.]]>
1270 </use>
1271 <attribute arch="magic" editor="magic bonus" type="int">
1272 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1273 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1274 than direct armour-class bonus on the bracers.
1275 </attribute>
1276 </type>
1277
1278 <!--####################################################################-->
1279 <type number="16" name="Brestplate Armour">
1280 <import_type name="Amulet" />
1281 <description><![CDATA[
1282 Wearing an armour, the object's stats will directly be inherited to
1283 the player. Usually enhancing his defense.]]>
1284 </description>
1285 <use><![CDATA[
1286 Feel free to create your own special artifacts. However, it is very
1287 important that you keep your artifact in balance with existing maps.]]>
1288 </use>
1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1290 This poses a penalty to spell regeneration speed, for wearing the armour.
1291 The bigger the spellpoint penalty, the worse.
1292 </attribute>
1293 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1294 Slowdown penalty reduces the player's walking speed when wearing the
1295 armour. Bigger values are worse - zero is best.
1296 </attribute>
1297 <attribute arch="magic" editor="magic bonus" type="int">
1298 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1299 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1300 than direct armour-class bonus on the armour.
1301 </attribute>
1302 </type>
1303
1304 <!--####################################################################-->
1305 <type number="92" name="Button">
1306 <ignore>
1307 <ignore_list name="non_pickable" />
1308 </ignore>
1309 <description><![CDATA[
1310 When a predefined amount of weigh is placed on a button, the
1311 &lt;connection&gt; value is triggered. In most cases this happens when a
1312 player or monster steps on it. When the button is "released", the
1313 &lt;connection&gt; value get's triggered a second time.]]>
1314 </description>
1315 &move_on;
1316 &move_off;
1317 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int">
1319 The button is pressed (triggered), as soon as
1320 &lt;press weigh&gt; gram are placed ontop of it.
1321 </attribute>
1322 <attribute arch="connected" editor="connection" type="int">
1323 Every time the button is pressed or released, all objects
1324 with the same &lt;connection&gt; value are activated.
1325 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may describe the item. You can use this
1328 message to explain the button's purpose to the player.
1329 </attribute>
1330 </type>
1331
1332 <!--####################################################################-->
1333 <type number="30" name="Button Trigger">
1334 <import_type name="Button" />
1335 <ignore>
1336 <ignore_list name="non_pickable" />
1337 </ignore>
1338 <description><![CDATA[
1339 Handle buttons are buttons which reset after a short period
1340 of time. Every time it is either applied or reset, the
1341 &lt;connection&gt; value is triggered.]]>
1342 </description>
1343 </type>
1344
1345 <!--####################################################################-->
1346 <type number="37" name="Class Changer">
1347 <ignore>
1348 <ignore_list name="non_pickable" />
1349 </ignore>
1350 <description><![CDATA[
1351 Class changer are used while creating a character.]]>
1352 </description>
1353 <attribute arch="randomitems" editor="class items" type="treasurelist">
1354 This entry determines which initial items the character receives.
1355 </attribute>
1356 <section name="stats">
1357 <attribute arch="Str" editor="strength" type="int">
1358 The player's strength will rise by the given value if he chooses this
1359 class. (Negative values make strength fall)
1360 </attribute>
1361 <attribute arch="Dex" editor="dexterity" type="int">
1362 The player's dexterity will rise by the given value if he chooses this
1363 class. (Negative values make dexterity fall)
1364 </attribute>
1365 <attribute arch="Con" editor="constitution" type="int">
1366 The player's constitution will rise by the given value if he chooses this
1367 class. (Negative values make constitution fall)
1368 </attribute>
1369 <attribute arch="Int" editor="intelligence" type="int">
1370 The player's intelligence will rise by the given value if he chooses this
1371 class. (Negative values make intelligence fall)
1372 </attribute>
1373 <attribute arch="Pow" editor="power" type="int">
1374 The player's power will rise by the given value if he chooses this
1375 class. (Negative values make power fall)
1376 </attribute>
1377 <attribute arch="Wis" editor="wisdom" type="int">
1378 The player's wisdom will rise by the given value if he chooses this
1379 class. (Negative values make wisdom fall)
1380 </attribute>
1381 <attribute arch="Cha" editor="charisma" type="int">
1382 The player's charisma will rise by the given value if he chooses this
1383 class. (Negative values make charisma fall)
1384 </attribute>
1385 </section>
1386 </type>
1387
1388 <!--####################################################################-->
1389 <type number="87" name="Cloak">
1390 <import_type name="Amulet" />
1391 <description><![CDATA[
1392 Wearing a cloak, the object's stats will directly be inherited to
1393 the player. Cloaks usually add minor &lt;armour class&gt; and
1394 sometimes a bit of resistance.]]>
1395 </description>
1396 <use><![CDATA[
1397 Feel free to create your own special artifacts. However, it is very
1398 important that you keep your artifact in balance with existing maps.]]>
1399 </use>
1400 <attribute arch="magic" editor="magic bonus" type="int">
1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403 than direct armour-class bonus on the cloak.
1404
1405 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1406 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1407 </attribute>
1408 </type>
1409
1410 <!--####################################################################-->
1411 <type number="9" name="Clock">
1412 <description><![CDATA[
1413 Applying a clock, the time is displayed to the player.]]>
1414 </description>
1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1416 This text may describe the item
1417 </attribute>
1418 </type>
1419
1420 <!--####################################################################-->
1421 <type number="122" name="Container">
1422 <description><![CDATA[
1423 A player can put (certain kinds of) items in the container.
1424 The overall weight of items is reduced when put inside a
1425 container, depending on the settings.
1426 <br><br>
1427 A special feature of containers is the "cauldron",
1428 capable of mixing alchemical receipes.]]>
1429 </description>
1430 <use><![CDATA[
1431 Note on chests - There are two types of chests:
1432 <UL>
1433 <LI> First the random treasure chests - Those are NOT containers
1434 (but object type Treasure), they create random treasures when
1435 applied. Archetype name is "chest".
1436 <LI> Second there are the permanent chests - Those are containers,
1437 they can be opened and closed again. Archetype name is "chest_2".
1438 </UL>]]>
1439 </use>
1440 <attribute arch="race" editor="container class" type="string">
1441 If set, the container will hold only certain types of objects.
1442 Possible choices for &lt;container class&gt; are: "gold and jewels",
1443 "arrows" and "keys".
1444
1445 Unfortunately it is not easy to create new container
1446 classes, because items need a matching counterpiece-attribute
1447 to the &lt;container class&gt; before they can be put inside a
1448 container. This attribute ("race") is set only for the existing
1449 container classes.
1450 </attribute>
1451 <attribute arch="slaying" editor="key string" type="string">
1452 If &lt;key string&gt; is set, only players with a special key
1453 of matching &lt;key string&gt; are able to open the container.
1454 </attribute>
1455 <attribute arch="container" editor="maximum weight" type="int">
1456 The container can hold a maximum total weight of the given value
1457 in gram. Note that this weight limit is calculated *after* the
1458 weight reduction (&lt;reduce weight&gt;) has been applied.
1459 </attribute>
1460 <attribute arch="Str" editor="reduce weight %" type="int">
1461 This value determines how much the weight of items is reduced in
1462 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1463 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1464 Most default values are in the range of ten.
1465 </attribute>
1466 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1467 If set, the container can be used as alchemy-cauldron.
1468 The player can put ingredients inside, close it, cast alchemy
1469 and if his formulae is true, he'll get what he longed for.
1470 </attribute>
1471 <attribute arch="unique" editor="unique item" type="bool">
1472 Unique items exist only one time on a server. If the item
1473 is taken, lost or destroyed - it's gone for good.
1474 All contents of a unique container are unique as well.
1475 </attribute>
1476 <attribute arch="startequip" editor="godgiven item" type="bool">
1477 A godgiven item vanishes as soon as the player
1478 drops it to the ground.
1479 </attribute>
1480 <attribute arch="other_arch" editor="animation arch" type="string">
1481 This is used for a certain kind of... "animation" when
1482 opening the container. Stick to the default arches here
1483 and you won't get into trouble.
1484 </attribute>
1485 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1486 This text may contain a description of the container.
1487 </attribute>
1488 </type>
1489
1490 <!--####################################################################-->
1491 <type number="103" name="Converter">
1492 <ignore>
1493 <attribute arch="value" />
1494 <attribute arch="nrof" />
1495 <attribute arch="name_pl" />
1496 <attribute arch="no_pick" />
1497 <attribute arch="unpaid" />
1498 <attribute arch="title" />
1499 </ignore>
1500 <description><![CDATA[
1501 Converters are like "exchange tables". When the player drops a
1502 specific type of items, they get converted into other items, at a
1503 predefined exchange-ratio.]]>
1504 </description>
1505 <use><![CDATA[
1506 Converters are better than shopping with doormats, because the
1507 converters never get sold out. For some items like food or jewels
1508 those "exchange tables" are really nice, while for the more important
1509 stuff like potions converters should not exist.
1510 <br><br>
1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1512 items on a converter, the stuff you get must be of equal or lesser
1513 value than before! (Except if you are using "rare" items like
1514 dragonscales for payment). The code will not check if your ratio is
1515 sane, so the player could gain infinite wealth by using your converter.]]>
1516 </use>
1517 <attribute arch="no_pick" value="1" type="fixed" />
1518 <attribute arch="slaying" editor="cost arch" type="string">
1519 &lt;cost arch&gt; is the name of the archetype the player has to
1520 put on the converter, as payment.
1521 </attribute>
1522 <attribute arch="food" editor="cost number" type="int">
1523 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1524 on the converter, in order to get &lt;receive number&gt; items
1525 of &lt;receive arch&gt;.
1526 </attribute>
1527 <attribute arch="other_arch" editor="receive arch" type="string">
1528 &lt;receive arch&gt; is the name of the archetype to convert into.
1529 This field is ignored if the converter has items in inventory. In this
1530 case one of the inventory items is duplicated. The duplicated item is
1531 randomly chosen from all items present.
1532 </attribute>
1533 <attribute arch="sp" editor="receive number" type="int">
1534 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1535 on the converter, in order to get &lt;receive number&gt; items
1536 of &lt;receive arch&gt;.
1537 </attribute>
1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1539 This text may contain a description of the converter.
1540 </attribute>
1541 <attribute arch="precious" editor="output unpaid" type="bool">
1542 If the converter has this flag set the generated items will
1543 be flagged as unpaid. Useful if you want to make a converter in a shop.
1544 (For instance for 'dragon scale' to 'dragon shield' converters in some
1545 armour shops.)
1546 </attribute>
1547 </type>
1548
1549 <!--####################################################################-->
1550 <type number="42" name="Creator">
1551 <ignore>
1552 <ignore_list name="system_object" />
1553 </ignore>
1554 <description><![CDATA[
1555 A creator is an object which creates another object when it
1556 is triggered. The child object can be anything. Creators are
1557 VERY useful for all kinds of map-mechanisms. They can even
1558 periodically create things.]]>
1559 </description>
1560 <use><![CDATA[
1561 Don't hesitate to hide your creators under the floor.
1562 The created items will still always appear ontop of the floor.]]>
1563 </use>
1564 <attribute arch="no_pick" value="1" type="fixed" />
1565 <attribute arch="other_arch" editor="create arch" type="string">
1566 This string defines the object that will be created.
1567 You can choose any of the existing arches.
1568 This field is ignored if the creator has items in inventory. In this case
1569 one of the inventory items is duplicated. The duplicated item is randomly
1570 chosen from all items present.
1571 </attribute>
1572 <attribute arch="connected" editor="connection" type="int">
1573 Whenever the connection value is activated,
1574 the creator gets triggered.
1575 </attribute>
1576 &activate_on;
1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1578 If &lt;infinit uses&gt; is set, the creator will work
1579 infinitely, regardless of the value in &lt;number of uses&gt;.
1580 </attribute>
1581 <attribute arch="speed" editor="speed" type="float">
1582 When this field is set the creator will periodically create stuff
1583 (and will still do so when the connection is triggered).
1584 A value of 1 means roughly 8 times a second.
1585 </attribute>
1586 <attribute arch="hp" editor="number of uses" type="int">
1587 The creator can be triggered &lt;number of uses&gt; times, thus
1588 creating that many objects, before it dissappears.
1589 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1590 </attribute>
1591 <attribute arch="slaying" editor="name of creation" type="string">
1592 The created object will bear the name and title specified in &lt;name of
1593 creation&gt;. If nothing is set, the standard name and title of the
1594 archetype is used.
1595 </attribute>
1596 <attribute arch="level" editor="level of creation" type="int">
1597 The created object will be of that level. If zero/unset,
1598 the standard level of the archetype is used.
1599 </attribute>
1600 </type>
1601
1602 <!--####################################################################-->
1603 <type number="51" name="Detector">
1604 <ignore>
1605 <ignore_list name="system_object" />
1606 </ignore>
1607 <description><![CDATA[
1608 Detectors work quite much like inv. checkers/pedestals: If the detector
1609 finds a specific object, it toggles its connected value.
1610 <br><br>
1611 What is "unique" about them, compared to inv. checkers/ pedestals?
1612 - First, detectors check their square for a match periodically, not
1613 instantly. Second, detectors check directly for object names. Third,
1614 detectors do not check the inventory of players/monsters.]]>
1615 </description>
1616 <use><![CDATA[
1617 There is one major speciality about detectors: You can detect spells
1618 blown over a detector! To detect a lighting bolt for example, set
1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1620 walls, this can be very useful for map-mechanisms.]]>
1621 </use>
1622 <attribute arch="no_pick" value="1" type="fixed" />
1623 <attribute arch="slaying" editor="match name" type="string">
1624 &lt;match name&gt; specifies the name of the object we are looking for.
1625 Actually it does also check for the &lt;key string&gt; in key-objects,
1626 but for this case inventory checkers are often more powerful to use.
1627 </attribute>
1628 <attribute arch="connected" editor="connection" type="int">
1629 When the detector is triggered, all objects with the same
1630 connection value get activated.
1631 </attribute>
1632 <attribute arch="speed" editor="detection speed" type="float">
1633 This value defines the time between two detector-checks.
1634 If you want the detector to behave almost like pedestals/buttons,
1635 set speed rather high, like &lt;detection speed&gt; 1.0.
1636 </attribute>
1637 &speed_left;
1638 <attribute arch="speed_left" editor="speed left" type="float">
1639 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1640 If it is larger than 0, the detector checks, and the speed is decremented
1641 by 1.
1642 </attribute>
1643 </type>
1644
1645 <!--####################################################################-->
1646 <type number="164" name="Map Script">
1647 <ignore>
1648 <ignore_list name="system_object" />
1649 </ignore>
1650 <description><![CDATA[
1651 The map script object is a very special object that can react to connected
1652 events and executes a perl script.
1653 ]]>
1654 </description>
1655 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657 to react to/trigger other objects.
1658 ]]>
1659 </use>
1660 <attribute arch="connected" editor="connection" type="int">
1661 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator.
1663 </attribute>
1664 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1666 This perl script will be executed each time the objetc is triggered.
1667 </attribute>
1668 </type>
1669
1670 <!--####################################################################-->
1671 <type number="112" name="Director">
1672 <ignore>
1673 <ignore_list name="non_pickable" />
1674 </ignore>
1675 <description><![CDATA[
1676 Directors change the direction of spell objects and other projectiles
1677 that fly past. Unlike spinners, directors always move objects in the
1678 same direction. It does not make a difference from what angle you
1679 shoot into it.<br>
1680 Directors are visible per default.]]>
1681 </description>
1682 <use><![CDATA[
1683 Directors are rarely used in maps. Sometimes they are placed to
1684 change the direction of spells coming out of magic walls,
1685 "channeling" spell-projectiles in some direction. When doing this,
1686 <B>never place directors facing each other with magic walls fireing
1687 into them!</B> The spell-projectiles bouncing between the directors
1688 would accumulate to huge numbers and at some point slow down the
1689 server by eating memory- and CPU-time.
1690 <br><br>
1691 You'd better not place directors in monster vs. player combat
1692 areas too much, because that freaks out wizard-type players.]]>
1693 </use>
1694 <attribute arch="sp" editor="direction" type="list_direction">
1695 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1696 A director with direction &lt;none&gt; simply stops projectiles.
1697 (The latter works out a bit strange for some spells).
1698 </attribute>
1699 &move_on;
1700 </type>
1701
1702 <!--####################################################################-->
1703 <type number="158" name="Disease">
1704 <ignore>
1705 <ignore_list name="system_object" />
1706 </ignore>
1707 <description><![CDATA[
1708 Diseases are an intersting form of spellcraft in Deliantra.
1709 Once casted, they can spread out and infect creatures in a large
1710 area. Being infected can have various effects, from amusing farts
1711 to horrible damage - almost everything is possible.]]>
1712 </description>
1713 <use><![CDATA[
1714 Diseases are extremely flexible and usable in a many ways.
1715 So far they are mostly used for causing bad, unwanted effects.
1716 You could just as well create a disease which helps the player
1717 (recharging mana for example).
1718 Infection with a "positive disease" could even be a quest reward.]]>
1719 </use>
1720 <attribute arch="invisible" value="1" type="fixed" />
1721 <attribute arch="level" editor="plaque level" type="int">
1722 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1723 This mainly reflects in the &lt;damage&gt;. It has no effect on
1724 most other symptoms. Neverthless, it is a very important value for
1725 all damage-inflicting diseases.
1726 </attribute>
1727 <attribute arch="race" editor="infect race" type="string">
1728 The disease will only infect creatures of the specified &lt;race&gt;.
1729 "&lt;race&gt; *" means every creature can be infected.
1730 </attribute>
1731 <attribute arch="ac" editor="progressiveness" type="int">
1732 Every time the disease "moves" the severity of the symptoms are increased
1733 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1734 </attribute>
1735 <section name="spreading">
1736 <attribute arch="wc" editor="infectiosness" type="int">
1737 The &lt;infectiosness&gt; defines the chance of new creatures getting
1738 infected. If you set this too high, the disease is very likely to
1739 be too effective.
1740
1741 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1742 </attribute>
1743 <attribute arch="last_grace" editor="attenuation" type="int">
1744 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1745 everytime it infects someone new. This limits how many generations
1746 a disease can propagate.
1747 </attribute>
1748 <attribute arch="magic" editor="infection range" type="int">
1749 &lt;infection range&gt; sets the range at which infection may occur.
1750 If positive, the &lt;infection range&gt; is level dependant - If negative,
1751 it is not:
1752 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1753 six square range, and &lt;plaque level&gt; doesn't modify that.
1754 </attribute>
1755 <attribute arch="maxhp" editor="persistence" type="int">
1756 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1757 The disease can "move" &lt;persistence&gt; times outside a host before it
1758 vanishes. A negative value means the disease lasts for permanent
1759 (which is only recommended to use in maps without monsters).
1760 </attribute>
1761 <attribute arch="maxgrace" editor="curing duration" type="int">
1762 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1763 (Assuming the host survives and doesn't use a curing spell).
1764 After this period the disease is naturally cured, which provides the
1765 host with immunity from this particular disease of lower or equal level.
1766
1767 A negative value means the disease can never be cured naturally.
1768
1769 Note that this value can be further modulated by spell-parameters,
1770 if the disease is registered as spell in the code. Due to that,
1771 most default diseases take a lot longer to cure than it seems.
1772 </attribute>
1773 <attribute arch="speed" editor="moving speed" type="float">
1774 The &lt;speed&gt; of the disease determines how fast the disease will
1775 "move", thus how fast the symptoms strike the host.
1776 </attribute>
1777 &speed_left;
1778 </section>
1779 <section name="symptoms">
1780 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1781 The disease will attack the host with the given &lt;attacktype&gt;.
1782 Godpower attacktype is commonly used for "unresistable" diseases.
1783 </attribute>
1784 <attribute arch="dam" editor="damage" type="int">
1785 A disease with a positive &lt;damage&gt; value will strike the player for that
1786 amount of damage every time the symptoms occur.
1787 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1788 the player's health is reduced by 10% every time the symptoms strike.
1789
1790 Diseases with %-based damage can be dangerous - but not deadly -
1791 for players of all levels.
1792 </attribute>
1793 <attribute arch="other_arch" editor="create arch" type="string">
1794 If set, the specified arch is created and dropped every time the
1795 symptoms strike.
1796
1797 This can be various things: farts, body pieces, eggs ...
1798 Even monsters can be created that way. You could also make a
1799 disease where some exotic stuff like money/gems is created.
1800 </attribute>
1801 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1802 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1803 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1804 </attribute>
1805 <attribute arch="exp" editor="exp. for curing" type="int">
1806 When the player manages to cure this disease (with a curing spell),
1807 he is awarded with &lt;exp. for curing&gt; experience.
1808 </attribute>
1809 <attribute arch="maxsp" editor="mana depletion" type="int">
1810 Every time the disease "moves", the player's mana is
1811 reduced by the value of &lt;mana depletion&gt;.
1812 For negative values, a %-based amount is taken.
1813 </attribute>
1814 <attribute arch="last_eat" editor="food depletion" type="int">
1815 Every time the disease "moves", the player's food is
1816 reduced by the value of &lt;food depletion&gt;.
1817 For negative values, a %-based amount is taken.
1818 </attribute>
1819 <attribute arch="hp" editor="health regen." type="int">
1820 This value increases the player's healing rate.
1821 Negative values decrease it.
1822 </attribute>
1823 <attribute arch="sp" editor="mana regen." type="int">
1824 This value increases the player's rate of mana regeneration.
1825 Negative values decrease it.
1826 </attribute>
1827 </section>
1828 <section name="disability">
1829 <attribute arch="Str" editor="strength" type="int">
1830 The player's strength will rise by the given value
1831 while being infected. (Negative values make strength fall)
1832 </attribute>
1833 <attribute arch="Dex" editor="dexterity" type="int">
1834 The player's dexterity will rise by the given value
1835 while being infected. (Negative values make dexterity fall)
1836 </attribute>
1837 <attribute arch="Con" editor="constitution" type="int">
1838 The player's constitution will rise by the given value
1839 while being infected. (Negative values make constitution fall)
1840 </attribute>
1841 <attribute arch="Int" editor="intelligence" type="int">
1842 The player's intelligence will rise by the given value
1843 while being infected. (Negative values make intelligence fall)
1844 </attribute>
1845 <attribute arch="Pow" editor="power" type="int">
1846 The player's power will rise by the given value
1847 while being infected. (Negative values make power fall)
1848 </attribute>
1849 <attribute arch="Wis" editor="wisdom" type="int">
1850 The player's wisdom will rise by the given value
1851 while being infected. (Negative values make wisdom fall)
1852 </attribute>
1853 <attribute arch="Cha" editor="charisma" type="int">
1854 The player's charisma will rise by the given value
1855 while being infected. (Negative values make charisma fall)
1856 </attribute>
1857 </section>
1858 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1859 This text is displayed to the player every time the
1860 symptoms strike.
1861 </attribute>
1862 </type>
1863
1864 <!--####################################################################-->
1865 <type number="23" name="Door">
1866 <ignore>
1867 <ignore_list name="non_pickable" />
1868 </ignore>
1869 <description><![CDATA[
1870 A door can be opened with a normal key. It also can be broken by attacking
1871 it, and it can be defeated with the lockpicking skill. If a door is
1872 defeated, horizontally and vertically adjacent doors are automatically
1873 removed.]]>
1874 </description>
1875 <attribute arch="no_pick" value="1" type="fixed" />
1876 <attribute arch="alive" value="1" type="fixed" />
1877 &movement_types_terrain;
1878 <attribute arch="hp" editor="hitpoints" type="int">
1879 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1880 </attribute>
1881 <attribute arch="ac" editor="armour class" type="int">
1882 Doors of high &lt;armour class&gt; are less likely to get hit.
1883 &lt;armour class&gt; can be considered the "counterpiece" to
1884 &lt;weapon class&gt;.
1885 </attribute>
1886 <attribute arch="other_arch" editor="drop arch" type="string">
1887 This string defines the object that will be created when the door was
1888 defeated.
1889 </attribute>
1890 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1891 This entry determines what kind of traps will appear in the door.
1892 </attribute>
1893 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1894 Set this flag to move treasure items created into the environment (map)
1895 instead of putting them into the object.
1896 </attribute>
1897 </type>
1898
1899 <!--####################################################################-->
1900 <type number="83" name="Duplicator">
1901 <ignore>
1902 <ignore_list name="system_object" />
1903 </ignore>
1904 <description><![CDATA[
1905 When activated, a duplicator can duplicate, multiply or destroy a pile of
1906 objects which lies somewhere on top of the duplicator.
1907 The duplicator has one arch name specified as &lt;target arch&gt;,
1908 and only objects of this archetype can be affected.<br>
1909 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1910 If the latter is set to zero, it will destroy objects.]]>
1911 </description>
1912 <use><![CDATA[
1913 I hope it is clear that one must be very cautious when inserting a duplicator
1914 anywhere with &lt;multiply factor&gt; greater than one.
1915 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1916 It is <b>not acceptable</b> to allow duplication of anything other than
1917 coins, gold and jewels. Besides, it is very important that the chance to
1918 loose the input matches the chance to earn winnings.<br>
1919 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1920 loosing rate of 2/3 = 67%.]]>
1921 </use>
1922 <attribute arch="other_arch" editor="target arch" type="string">
1923 Only objects of matching archtype, lying ontop of the duplicator will be
1924 duplicated, multiplied or removed. All other objects will be ignored.
1925 </attribute>
1926 <attribute arch="level" editor="multiply factor" type="int">
1927 The number of items in the target pile will be multiplied by the
1928 &lt;multiply factor&gt;. If it is set to zero, all target objects
1929 will be destroyed.
1930 </attribute>
1931 <attribute arch="connected" editor="connection" type="int">
1932 An activator (lever, altar, button, etc) with matching connection value
1933 is able to trigger this duplicator. Be very careful that players cannot
1934 abuse it to create endless amounts of money or other valuable stuff!
1935 </attribute>
1936 &activate_on;
1937 </type>
1938
1939 <!--####################################################################-->
1940 <type number="66" name="Exit">
1941 <ignore>
1942 <ignore_list name="non_pickable" />
1943 </ignore>
1944 <description><![CDATA[
1945 When the player applies an exit, he is transferred to a different location.
1946 (Monsters cannot use exits.) Depending on how it is set, the player applies
1947 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1948 the exit. ]]>
1949 </description>
1950 <use><![CDATA[
1951 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1952 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1953 detected with the show_invisible spell.
1954 <br><br>
1955 You can be quite creative with the outlook of secret exits (their "face").
1956 Don't forget to give the player relyable hints about them though.]]>
1957 </use>
1958 <attribute arch="slaying" editor="exit path" type="string">
1959 The exit path defines the map that the player is transferred to.
1960 You can enter an absolute path, beginning with '/' (for example
1961 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1962 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1963 relative path "Fire1"). Use relative paths whenever possible! Note that
1964 upper/lower case must always be set correctly. However, please use lower
1965 case only.
1966 It is well possible to have an exit pointing to the same map that the exit
1967 is on. If slaying is not set in an exit, the player will see a message like
1968 "the exit is closed".
1969 </attribute>
1970 <attribute arch="hp" editor="destination X" type="int">
1971 The exit destinations define the (x, y)-coordinates where the exit
1972 leads to.
1973 If both are set to zero, the player will be transferred to the "default
1974 enter location" of the destined map. The latter can be set in the map-
1975 properties as "Enter X/Y". Though, please DO NOT use that.
1976 It turned out to be a source for numerous map-bugs.
1977 </attribute>
1978 <attribute arch="sp" editor="destination Y" type="int">
1979 The exit destinations define the (x, y)-coordinates where the exit
1980 leads to.
1981 If both are set to zero, the player will be transferred to the "default
1982 enter location" of the destined map. The latter can be set in the map-
1983 properties as "Enter X/Y". Though, please DO NOT use that.
1984 It turned out to be a source for numerous map-bugs.
1985 </attribute>
1986 &move_on;
1987 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1988 If set, this message will be displayed to the player when he applies the exit.
1989 This is quite useful to throw in some "role-play feeling": "As you enter the
1990 dark cave you hear the sound of rustling dragonscales...". Well, my english
1991 is poor, but you get the point. =)
1992 </attribute>
1993 <attribute arch="damned" editor="set savebed" type="bool">
1994 If set, then players using this exit will have their savebed position
1995 set to the destination of the exit when passing through.
1996 </attribute>
1997 </type>
1998
1999 <!--####################################################################-->
2000 <type number="72" name="Flesh">
2001 <description><![CDATA[
2002 Just like with food, the player can fill his stomache and gain a
2003 little health by eating flesh-objects. <br>
2004 For dragon players, flesh plays a very special role though: If the
2005 flesh has resistances set, a dragon player has a chance to gain resistance in
2006 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2007 Don't forget that flesh items with resistances have to be balanced
2008 according to map/monster difficulty.]]>
2009 </description>
2010 <use><![CDATA[
2011 For dragon players, flesh items can be highly valuable. Note that many
2012 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2013 These flesh items "inherit" resistances and level from the monster they belong to.
2014 When you add special flesh items to the inventory of a monster, this is
2015 not the case - so you have to set it manually.
2016 <br><br>
2017 Generally adding special flesh-treaties for dragon players is a great thing
2018 to do. Always consider that dragon players might really not be interested
2019 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2020 out on the reward completely.]]>
2021 </use>
2022 <attribute arch="food" editor="foodpoints" type="int">
2023 The player's stomache will get filled with this amount of foodpoints.
2024 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2025 </attribute>
2026 <attribute arch="level" editor="flesh level" type="int">
2027 The &lt;flesh level&gt; is not visible to the players and it affects only
2028 dragon players. Normally this value reflects the level of the monster
2029 from which the flesh item originates.
2030 Dragon players always search for flesh of highest level possible,
2031 because it bears the best chance to gain high resistances.
2032 </attribute>
2033 <attribute arch="startequip" editor="godgiven item" type="bool">
2034 A godgiven item vanishes as soon as the player
2035 drops it to the ground.
2036 </attribute>
2037 &resistances_flesh_section;
2038 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2039 This text may describe the item.
2040 </attribute>
2041 </type>
2042
2043 <!--####################################################################-->
2044 <type number="0" name="Floor">
2045 <required>
2046 <attribute arch="is_floor" value="1" />
2047 <attribute arch="alive" value="0" />
2048 </required>
2049 <ignore>
2050 <ignore_list name="non_pickable" />
2051 </ignore>
2052 <description><![CDATA[
2053 Floor is a very basic thing whithout too much
2054 functionality. It's a floor - you stand on it.]]>
2055 </description>
2056 <attribute arch="is_floor" value="1" type="fixed" />
2057 <attribute arch="no_pick" value="1" type="fixed" />
2058 <section name="terrain">
2059 &movement_types_terrain;
2060 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2061 This flag indicates this spot contains wood or high grass.
2062 Players with activated woodsman skill can move faster here.
2063 </attribute>
2064 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2065 This flag indicates this spot contains hills or large rocks.
2066 Players with activated mountaineer skill can move faster here.
2067 </attribute>
2068 </section>
2069 <attribute arch="no_magic" editor="no spells" type="bool">
2070 If enabled, it is impossible for players to use (wizard-)
2071 spells on that spot.
2072 </attribute>
2073 <attribute arch="damned" editor="no prayers" type="bool">
2074 If enabled, it is impossible for players to use prayers
2075 on that spot. It also prevents players from saving.
2076 </attribute>
2077 <attribute arch="unique" editor="unique map" type="bool">
2078 Unique floor means that any items dropped on that spot
2079 will be saved byond map reset. For permanent apartments,
2080 all floor tiles must be set &lt;unique map&gt;.
2081 </attribute>
2082 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083 This text may describe the object.
2084 </attribute>
2085 </type>
2086
2087 <!--####################################################################-->
2088 <type number="67" name="Floor (Encounter)">
2089 <ignore>
2090 <ignore_list name="non_pickable" />
2091 </ignore>
2092 <description><![CDATA[
2093 Encounter-Floor is pretty much the same as normal floor.
2094 Most outdoor floor/ground-arches are set to be "encounters".
2095 That is kind of a relict from former code: When walking over
2096 encounter-floor, players sometimes got beamed to little maps
2097 with monsters on them. Nowadays this feature is disabled -
2098 Hence encounter floor is not different from normal floor.]]>
2099 </description>
2100 <attribute arch="is_floor" value="1" type="fixed" />
2101 <attribute arch="no_pick" value="1" type="fixed" />
2102 <section name="terrain">
2103 &movement_types_terrain;
2104 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2105 This flag indicates this spot contains wood or high grass.
2106 Players with activated woodsman skill can move faster here.
2107 </attribute>
2108 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2109 This flag indicates this spot contains hills or large rocks.
2110 Players with activated mountaineer skill can move faster here.
2111 </attribute>
2112 </section>
2113 <attribute arch="no_magic" editor="no spells" type="bool">
2114 If enabled, it is impossible for players to use (wizard-)
2115 spells on that spot.
2116 </attribute>
2117 <attribute arch="damned" editor="no prayers" type="bool">
2118 If enabled, it is impossible for players to use prayers
2119 on that spot. It also prevents players from saving.
2120 </attribute>
2121 <attribute arch="unique" editor="unique map" type="bool">
2122 Unique floor means that any items dropped on that spot
2123 will be saved byond map reset. For permanent apartments,
2124 all floor tiles must be set &lt;unique map&gt;.
2125 </attribute>
2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127 This text may describe the object.
2128 </attribute>
2129 </type>
2130
2131 <!--####################################################################-->
2132 <type number="6" name="Food">
2133 <description><![CDATA[
2134 By eating/drinking food-objects, the player can fill his
2135 stomache and gain a little health.]]>
2136 </description>
2137 <attribute arch="food" editor="foodpoints" type="int">
2138 The player's stomache will get filled with this amount of foodpoints.
2139 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2140 </attribute>
2141 <attribute arch="startequip" editor="godgiven item" type="bool">
2142 A godgiven item vanishes as soon as the player
2143 drops it to the ground.
2144 </attribute>
2145 </type>
2146
2147 <!--####################################################################-->
2148 <type number="91" name="Gate">
2149 <ignore>
2150 <ignore_list name="non_pickable" />
2151 </ignore>
2152 <description><![CDATA[
2153 Gates play an important role in Deliantra. Gates can be opened
2154 by activating a button/trigger, by speaking passwords (-> magic_ear)
2155 or carrying special key-objects (-> inventory checker).
2156 Unlike locked doors, gates can get shut again after a player has
2157 passed, which makes them more practical in many cases.]]>
2158 </description>
2159 <use><![CDATA[
2160 Use gates to divide your maps into seperated areas. After solving
2161 area A, the player gains access to area B, and so on. Make your
2162 maps more complex than "one-way".]]>
2163 </use>
2164 <attribute arch="no_pick" value="1" type="fixed" />
2165 <attribute arch="speed" value="1" type="float">
2166 The speed of the gate affects how fast it is closing/opening.
2167 </attribute>
2168 <attribute arch="connected" editor="connection" type="int">
2169 Whenever the inventory checker is triggered, all objects with identical
2170 &lt;connection&gt; value get activated. This only makes sense together with
2171 &lt;blocking passage&gt; disabled.
2172 </attribute>
2173 <attribute arch="wc" editor="position state" type="int">
2174 The &lt;position state&gt; defines the position of the gate:
2175 Zero means completely open/down, the "number of animation-steps" (usually
2176 about 6 or 7) means completely closed/up state. I suggest you don't
2177 mess with this value - Leave the default in place.
2178 </attribute>
2179 &movement_types_terrain;
2180 <attribute arch="no_magic" editor="restrict spells" type="bool">
2181 Restricting the use of spells to pass this gate. This has
2182 an effect only if &lt;block view&gt; is disabled.
2183 </attribute>
2184 <attribute arch="damned" editor="restrict prayers" type="bool">
2185 Restricting the use of prayers to pass this door. This has
2186 an effect only if &lt;block view&gt; is disabled.
2187 </attribute>
2188 </type>
2189
2190 <!--####################################################################-->
2191 <type number="113" name="Girdle">
2192 <import_type name="Amulet" />
2193 <description><![CDATA[
2194 Wearing a girdle, the object's stats will directly be inherited to
2195 the player. Girdles usually provide stats- or damage bonuses and no
2196 defense.]]>
2197 </description>
2198 <use><![CDATA[
2199 Feel free to create your own special artifacts. However, it is very
2200 important that you keep your artifact in balance with existing maps.]]>
2201 </use>
2202 <attribute arch="magic" editor="magic bonus" type="int">
2203 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2204 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2205 than direct armour-class bonus on the helmet.
2206
2207 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2208 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2209 &lt;magic bonus&gt; is pointless here.
2210 </attribute>
2211 </type>
2212
2213 <!--####################################################################-->
2214 <type number="100" name="Gloves">
2215 <import_type name="Amulet" />
2216 <description><![CDATA[
2217 Wearing gloves, the object's stats will directly be inherited to
2218 the player. Gloves can add defense or damage bonuses.]]>
2219 </description>
2220 <use><![CDATA[
2221 Feel free to create your own special artifacts. However, it is very
2222 important that you keep your artifact in balance with existing maps.]]>
2223 </use>
2224 <attribute arch="magic" editor="magic bonus" type="int">
2225 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2226 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2227 will increase that.
2228 </attribute>
2229 </type>
2230
2231 <!--####################################################################-->
2232 <type number="93" name="Handle">
2233 <ignore>
2234 <ignore_list name="non_pickable" />
2235 </ignore>
2236 <description><![CDATA[
2237 A handle can be applied by players and (certain) monsters.
2238 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2239 </description>
2240 <use><![CDATA[
2241 Handles are commonly used to move gates. When placing your lever,
2242 don't forget that some monsters are able to apply it.
2243 The ability to apply levers is rare among monsters -
2244 but vampires can do it for example.]]>
2245 </use>
2246 <attribute arch="no_pick" value="1" type="fixed" />
2247 <attribute arch="connected" editor="connection" type="int">
2248 Every time the handle is applied, all objects
2249 with the same &lt;connection&gt; value are activated.
2250 </attribute>
2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2252 This text may describe the item. You can use this
2253 message to explain the handle's purpose to the player.
2254 </attribute>
2255 </type>
2256
2257 <!--####################################################################-->
2258 <type number="27" name="Handle Trigger">
2259 <import_type name="Handle" />
2260 <ignore>
2261 <ignore_list name="non_pickable" />
2262 </ignore>
2263 <description><![CDATA[
2264 Handle triggers are handles which reset after a short period
2265 of time. Every time it is either applied or reset, the
2266 &lt;connection&gt; value is triggered.]]>
2267 </description>
2268 <use><![CDATA[
2269 When you connect an ordinary handle to a gate, the gate normally remains
2270 opened after the first player passed. If you want to keep the gate shut,
2271 connecting it to a handle trigger is an easy solution. ]]>
2272 </use>
2273 </type>
2274
2275 <!--####################################################################-->
2276 <type number="88" name="Hazard Floor">
2277 <required>
2278 <attribute arch="is_floor" value="1" />
2279 </required>
2280 <ignore>
2281 <ignore_list name="non_pickable" />
2282 </ignore>
2283 <description><![CDATA[
2284 The best example for Hazard Floor is lava. It works like standard
2285 floor, but damages all creatures standing on it.
2286 Damage is taken in regular time intervals.]]>
2287 </description>
2288 <use><![CDATA[
2289 The default lava for example does minor damage. But you can turn
2290 it up so that your hazard floor poses a real threat.<br>
2291 Like magic walls, such floors add a permanent thrill to your map.
2292 You can use that to safely chase off too-weak players, or just
2293 to have something different.]]>
2294 </use>
2295 <attribute arch="is_floor" value="1" type="fixed" />
2296 <attribute arch="lifesave" value="1" type="fixed" />
2297 &move_on;
2298 <attribute arch="no_pick" value="1" type="fixed" />
2299 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2300 This attribute specifys the attacktypes that this floor uses to
2301 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2302 If you want a real tough hazard floor, add more than just one attacktype.
2303 </attribute>
2304 <attribute arch="dam" editor="base damage" type="int">
2305 The &lt;base damage&gt; defines how much damage is inflicted to the
2306 victim per hit. The final damage is influenced by several other
2307 factors like the victim's resistance and level.
2308 </attribute>
2309 <attribute arch="wc" editor="weaponclass" type="int">
2310 &lt;weapon class&gt; improves the chance of hitting the victim.
2311 Lower values are better.
2312 Usually, hazard floors like lava are supposed to hit the
2313 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2314 to something like -30.
2315 </attribute>
2316 <attribute arch="level" editor="attack level" type="int">
2317 I guess this value is supposed to work similar to monster levels.
2318 But in fact, it does not seem to have an effect. Set any non-zero
2319 value to be on the safe side.
2320 </attribute>
2321 <section name="terrain">
2322 &movement_types_terrain;
2323 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2324 This flag indicates this spot contains wood or high grass.
2325 Players with activated woodsman skill can move faster here.
2326 </attribute>
2327 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2328 This flag indicates this spot contains hills or large rocks.
2329 Players with activated mountaineer skill can move faster here.
2330 </attribute>
2331 </section>
2332 <attribute arch="no_magic" editor="no spells" type="bool">
2333 If enabled, it is impossible for players to use (wizard-)
2334 spells on that spot.
2335 </attribute>
2336 <attribute arch="damned" editor="no prayers" type="bool">
2337 If enabled, it is impossible for players to use prayers
2338 on that spot. It also prevents players from saving.
2339 </attribute>
2340 <attribute arch="unique" editor="unique map" type="bool">
2341 Unique floor means that any items dropped on that spot
2342 will be saved byond map reset. For permanent apartments,
2343 all floor tiles must be set &lt;unique map&gt;.
2344 </attribute>
2345 </type>
2346
2347 <!--####################################################################-->
2348 <type number="34" name="Helmet">
2349 <import_type name="Amulet" />
2350 <description><![CDATA[
2351 Wearing a helmet, the object's stats will directly be inherited to
2352 the player. Normal helmets usually increase defense, while crowns
2353 add more special bonuses like stats/resistances paired with
2354 low defense.]]>
2355 </description>
2356 <use><![CDATA[
2357 Feel free to create your own special artifacts. However, it is very
2358 important that you keep your artifact in balance with existing maps.]]>
2359 </use>
2360 <attribute arch="magic" editor="magic bonus" type="int">
2361 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2362 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2363 than direct armour-class bonus on the helmet.
2364
2365 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2366 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2367 Crowns for instance typically provide no &lt;amour class&gt;.
2368 </attribute>
2369 </type>
2370
2371 <!--####################################################################-->
2372 <type number="56" name="Holy Altar">
2373 <ignore>
2374 <ignore_list name="non_pickable" />
2375 </ignore>
2376 <description><![CDATA[
2377 Holy_altars are altars for the various religions. Praying
2378 at a Holy_altar will make you a follower of that god, and
2379 if you already follow that god, you may get some extra bonus.]]>
2380 </description>
2381 <attribute arch="no_pick" value="1" type="fixed" />
2382 <attribute arch="other_arch" editor="god name" type="string">
2383 The altar belongs to the god of the given name. Possible options for
2384 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2385 Gorokh, Valriel and Sorig.
2386
2387 If you want to have an unconsecrated altar, set
2388 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2389 </attribute>
2390 <attribute arch="level" editor="reconsecrate level" type="int">
2391 To re-consecrate an altar, the player's wisdom level must be as
2392 high or higher than this value. In that way, some altars can not
2393 be re-consecrated, while other altars, like those in dungeons, could be.
2394
2395 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2396 Some characters might need those altars, they would be very unhappy to
2397 see them re-consecrated to another cult.
2398 </attribute>
2399 </type>
2400
2401 <!--####################################################################-->
2402 <type number="35" name="Horn">
2403 <ignore>
2404 <attribute arch="title" />
2405 </ignore>
2406 <description><![CDATA[
2407 Horns are very similar to rods. The difference is that horns regenerate
2408 spellpoints faster and thus are more valuable than rods.
2409 <br><br>
2410 A horn contains a spell. The player can use this spell by applying and
2411 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2412 used endlessly.]]>
2413 </description>
2414 <use><![CDATA[
2415 Horns are powerful due to their fast recharge rate. They should
2416 never contain high level attacking spells. Even curing/healing spells
2417 are almost too good on a horn.]]>
2418 </use>
2419 <attribute arch="sp" editor="spell" type="spell">
2420 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2421 horns to players, since they can be used endlessly without any mana cost!
2422 Horns with heal/ restoration/ protection spells, IF available, MUST be
2423 very very VERY hard to get!
2424 </attribute>
2425 <attribute arch="level" editor="casting level" type="int">
2426 The casting level of the &lt;spell&gt; determines it's power.
2427 For attack spells, level should not be set too high.
2428 </attribute>
2429 <attribute arch="hp" editor="initial spellpoints" type="int">
2430 This value represents the initial amount of spellpoints in the horn.
2431 Naturally, this is quite unimportant.
2432 </attribute>
2433 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2434 When the horn is fully charged up, it will hold this maximum amount of
2435 spellpoints. Make sure it is enough to cast the contained spell at least
2436 once. But don't set the value too high, as that might make the horn way
2437 too effective.
2438 </attribute>
2439 <attribute arch="startequip" editor="godgiven item" type="bool">
2440 A godgiven item vanishes as soon as the player
2441 drops it to the ground.
2442 </attribute>
2443 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2444 This text may contain a description of the horn.
2445 </attribute>
2446 </type>
2447
2448 <!--####################################################################-->
2449 <type number="73" name="Inorganic">
2450 <description><![CDATA[
2451 Inorganic materials are generally used as ingredients for
2452 alchemical receipes. By themselves, they have no special
2453 functionalities.]]>
2454 </description>
2455 <attribute arch="is_dust" editor="is dust" type="bool">
2456 </attribute>
2457 &resistances_basic;
2458 </type>
2459
2460 <!--####################################################################-->
2461 <type number="64" name="Inventory Checker">
2462 <ignore>
2463 <ignore_list name="system_object" />
2464 </ignore>
2465 <description><![CDATA[
2466 Inventory checkers passively check the players inventory for a
2467 specific object. You can set a connected value that is triggered
2468 either if that object is present or missing (-&gt; "last_sp") when a
2469 player walks over the inv. checker. A valid option is to remove the
2470 matching object (usually not recommended, see "last_heal").
2471 <br><br>
2472 Alternatively, you can set your inv. checker to block all players
2473 that do/don't carry the matching object.
2474 <br><br>
2475 As you can see, inv. checkers are quite powerful, holding a
2476 great variety of possibilities.]]>
2477 </description>
2478 <use><![CDATA[
2479 Putting a check_inventory space in front of a gate (one below) and
2480 one on the opposite side works reasonably well as a control mechanism.
2481 Unlike the key/door-combo, this one works infinite since it is
2482 independant from map reset. Use it to put a "structure" into your
2483 maps: Player must solve area A to gain access to area B. This concept
2484 can be found in nearly every RPG - simple but effective.]]>
2485 </use>
2486 <attribute arch="no_pick" value="1" type="fixed" />
2487 <attribute arch="slaying" editor="match key string" type="string">
2488 This string specifies the object we are looking for: We have a match
2489 if the player does/don't carry a key object or a mark with identical
2490 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2491 this context. A typical example is the city gate mechanism of scorn.
2492 </attribute>
2493 <attribute arch="race" editor="match arch name" type="string">
2494 This string specifies the object we are looking for: We have a match
2495 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2496 </attribute>
2497 <attribute arch="hp" editor="match type" type="int">
2498 This value specifies the object we are looking for: We have a match
2499 if the player does/don't carry an object that is of type &lt;match type&gt;.
2500
2501 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2502 enabled. Now you have an inv. checker blocking all players that carry any
2503 kind of melee weapon. To pass, a player is forced to leave behind all
2504 his weaponry... bad news for a warrior. ;)
2505 </attribute>
2506 <attribute arch="last_sp" editor="match = having" type="bool">
2507 Enabled means having that object is a match.
2508 Disabled means not having that object is a match.
2509 </attribute>
2510 <attribute arch="connected" editor="connection" type="int">
2511 Whenever the inventory checker is triggered, all objects with identical
2512 &lt;connection&gt; value get activated. This only makes sense together with
2513 &lt;blocking passage&gt; disabled.
2514 </attribute>
2515 &movement_types_terrain;
2516 <attribute arch="last_heal" editor="remove match" type="bool">
2517 &lt;remove match&gt; means remove object if found. Setting this is usually not
2518 recommended because inv. checkers are in general invisible. So, unlike
2519 for altars/ locked doors, the player won't expect to lose an object when
2520 walking over that square. And he doesn't even get a message either.
2521
2522 So, *if* you enable &lt;remove match&gt;, make sure
2523 to inform the player what's going on!
2524 </attribute>
2525 </type>
2526
2527 <!--####################################################################-->
2528 <type number="163" name="Item Transformer">
2529 <description><![CDATA[
2530 An item transformer is simply applied, after having marked a 'victim'
2531 item. If the victim is suitable, it will be transformed into something
2532 else.]]>
2533 </description>
2534 <use><![CDATA[
2535 To make an item transformable, you just have to fill the 'slaying' field.
2536 The syntax is:
2537 <br>
2538 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2539 <br>
2540 with [] denoting optional part, and * any number of preceding [].
2541 'new_item' must be the name of an existing archetype.
2542 <br><br>
2543 Example, for object apple: slaying knife:2 half_apple
2544 <br><br>
2545 This means that, when applying a knife (should be an Item Transformer),
2546 one 'apple' will be transformed into 2 'half_apple'.]]>
2547 </use>
2548 <attribute arch="food" editor="number of uses" type="int">
2549 &lt;number of uses&gt; controls how many times the item transformer can
2550 be used. The value 0 means "unlimited"
2551 </attribute>
2552 <attribute arch="slaying" editor="verb" type="string">
2553 Contains the verb that is used to construct a message to the player
2554 applying the item transformer.
2555 </attribute>
2556 <attribute arch="startequip" editor="godgiven item" type="bool">
2557 A godgiven item vanishes as soon as the player
2558 drops it to the ground.
2559 </attribute>
2560 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2561 This text may contain a description of the item transformer.
2562 </attribute>
2563 </type>
2564
2565 <!--####################################################################-->
2566 <type number="60" name="Jewel">
2567 <description><![CDATA[
2568 Items of the type Gold &amp; Jewels are handled like a currency.
2569 Unlike for any other type of item, in shops, the buy- and selling
2570 prices differ only marginally.]]>
2571 </description>
2572 <attribute arch="race" value="gold and jewels" type="fixed" />
2573 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2574 This text may describe the object.
2575 </attribute>
2576 </type>
2577
2578 <!--####################################################################-->
2579 <type number="24" name="Key">
2580 <description><![CDATA[
2581 When carrying a key, a normal door can be opened. The key will
2582 disappear.]]>
2583 </description>
2584 <attribute arch="startequip" editor="godgiven item" type="bool">
2585 A godgiven item vanishes as soon as the player
2586 drops it to the ground.
2587 </attribute>
2588 </type>
2589
2590 <!--####################################################################-->
2591 <type number="20" name="Locked Door">
2592 <ignore>
2593 <ignore_list name="non_pickable" />
2594 </ignore>
2595 <description><![CDATA[
2596 A locked door can be opened only when carrying
2597 the appropriate special key.]]>
2598 </description>
2599 <use><![CDATA[
2600 If you want to create a locked door that cannot be opened (no key),
2601 set a &lt;key string&gt; like "no_key_available". This will clearify things
2602 and only a fool would create a key matching that string.
2603
2604 Door-objects can not only be used for "doors". In many maps these
2605 are used with all kinds of faces/names, especially often as
2606 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2607 There you have magic forces (door objects) put under certain artifact
2608 items. To get your hands on the artifacts, you need to bring up the
2609 appropriate quest items (key objects).]]>
2610 </use>
2611 <attribute arch="move_type" value="0" type="fixed" />
2612 <attribute arch="no_pick" value="1" type="fixed" />
2613 <attribute arch="slaying" editor="key string" type="string">
2614 The &lt;key string&gt; in the door must be identical with the
2615 &lt;key string&gt; in the special key, then the door is unlocked.
2616 It is VERY important to set the &lt;key string&gt; to something that
2617 is unique among the Deliantra mapset.
2618
2619 DONT EVER USE the default string "set_individual_value".
2620 </attribute>
2621 <attribute arch="no_magic" editor="restrict spells" type="bool">
2622 Restricting the use of spells to pass this door.
2623 This should be set in most cases.
2624 (Don't forget that the spell "dimension door" is easily
2625 available at about wisdom level 10).
2626 </attribute>
2627 <attribute arch="damned" editor="restrict prayers" type="bool">
2628 Restricting the use of prayers to pass this door.
2629 This should be set in most cases.
2630 </attribute>
2631 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2632 When a player is trying to open the door without carrying the
2633 appropriate key, this text is displayed to the player. This is
2634 a good opportunity to place hints about the special key needed
2635 to unlock the door.
2636 </attribute>
2637 </type>
2638
2639 <!--####################################################################-->
2640 <type number="29" name="Magic Ear">
2641 <ignore>
2642 <ignore_list name="system_object" />
2643 </ignore>
2644 <description><![CDATA[
2645 Magic_ears trigger a connected value
2646 when the player speaks a specific keyword.]]>
2647 </description>
2648 <use><![CDATA[
2649 Whenever you put magic_ears on your maps, make sure there are
2650 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2651 something like a gate that is opened by speaking "open" or
2652 "sesame", expecting the player to figure this out all by himself.
2653 <br><br>
2654 Magic_ears are typically used for interaction with NPCs. You
2655 can create the impression that the NPC actually *does* something
2656 according to his conversation with a player. Mostly this means
2657 opening a gate or handing out some item, but you could be quite
2658 creative here.]]>
2659 </use>
2660 <attribute arch="no_pick" value="1" type="fixed" />
2661 <attribute arch="connected" editor="connection" type="int">
2662 The Magic_ear will trigger all objects with the
2663 same connection value, every time it is activated.
2664 </attribute>
2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2666 This textfield contains the keyword-matching-syntax. The text should
2667 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2668 Any number of keywords from one to infinite is allowed. Make sure
2669 they are seperated by a '|'.
2670
2671 Examples: "@match yes", "@match gold|treasure". The connected
2672 value will be triggerd when the player speaks any of the given
2673 keywords within a two-square radius. IMPORTANT: Upper/lower case
2674 does not make a difference!
2675 </attribute>
2676 </type>
2677
2678 <!--####################################################################-->
2679 <type number="62" name="Magic Wall">
2680 <ignore>
2681 <ignore_list name="non_pickable" />
2682 </ignore>
2683 <description><![CDATA[
2684 Magic walls fire spells in a given direction, in regular intervals.
2685 Magic walls can contain any spell. However, some spells do not
2686 operate very successfully in them. The only way to know is to test
2687 the spell you want to use with a wall.
2688 <br><br>
2689 Several types of magical walls are predefined for you in the
2690 archetypes, and can be found on the "connected" Pickmap.]]>
2691 </description>
2692 <use><![CDATA[
2693 Spellcasting walls pose an interesting alternative to monsters.
2694 Usually they are set to be undestroyable. Thus, while monsters
2695 in a map can be cleared out, the magic walls remain. Low level
2696 characters for example will not be able to pass through their
2697 spell-area, hence they cannot loot a map that a high level character
2698 might have cleared out.
2699 <br><br>
2700 Another point of magic walls is that if the player dies, he has to face
2701 them all again. Magic walls can add a kind of "permanent thrill" to
2702 your maps.
2703 <br><br>
2704 Be careful that your magic walls don't kill the monsters on a map. If
2705 placing monsters, eventually take ones that are immune to the
2706 walls' spell(s).
2707 <br><br>
2708 It is possible to make walls rotate when triggered. But that is so
2709 confusing (and useless IMHO) that I did not mention it above. You
2710 can find a working example on the map
2711 "/pup_land/castle_eureca/castle_eureca8".]]>
2712 </use>
2713 <attribute arch="dam" editor="spell" type="spell">
2714 The magic wall will cast this &lt;spell&gt;.
2715 </attribute>
2716 <attribute arch="level" editor="spell level" type="int">
2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2718 walls cast spells at minimal strength. "level 100" walls cast deadly
2719 spells. Arch default is level 1 - you should always set this value
2720 to meet the overall difficulty of your map.
2721 </attribute>
2722 <attribute arch="connected" editor="connection" type="int">
2723 Every time the &lt;connection&gt; value is triggered, the wall will cast
2724 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2725 have much visible effect.
2726 </attribute>
2727 &activate_on;
2728 <attribute arch="speed" editor="casting speed" type="float">
2729 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2730 You can fine-tune how long the duration between two casts shall
2731 be. If you want to create a wall that can be activated (cast per
2732 trigger) via connected lever/button/etc, you must set "speed 0".
2733 </attribute>
2734 &speed_left;
2735 <attribute arch="sp" editor="direction" type="list_direction">
2736 The magic wall will cast it's spells always in the specified
2737 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2738 always fire in a random direction.
2739 </attribute>
2740 &movement_types_terrain;
2741 <section name="destroyable">
2742 <attribute arch="alive" editor="is destroyable" type="bool">
2743 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2744 destroyed by the player. If disabled, all other attributes on
2745 this tab, as well as resistances, are meaningless.
2746 </attribute>
2747 <attribute arch="hp" editor="hitpoints" type="int">
2748 The more &lt;hitpoints&gt; the wall has, the longer
2749 it takes to be destroyed.
2750 </attribute>
2751 <attribute arch="maxhp" editor="max hitpoints" type="int">
2752 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2753 can have. This only makes sense if the wall can regain health.
2754 </attribute>
2755 <attribute arch="ac" editor="armour class" type="int">
2756 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2757 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2758 to &lt;weapon class&gt;.
2759 </attribute>
2760 </section>
2761 &resistances_basic;
2762 </type>
2763
2764 <!--####################################################################-->
2765 <type number="55" name="Marker">
2766 <ignore>
2767 <ignore_list name="system_object" />
2768 </ignore>
2769 <description><![CDATA[
2770 A marker is an object that inserts an invisible force (a mark) into a
2771 player stepping on it. This force does nothing except containing a
2772 &lt;key string&gt; which can be discovered by detectors or inventory
2773 checkers. It is also possible to use markers for removing marks again.
2774 <br><br>
2775 Note that the player has no possibility to "see" his own marks,
2776 except by the effect that they cause on the maps.]]>
2777 </description>
2778 <use><![CDATA[
2779 Markers hold real cool possibilities for map-making. I encourage
2780 you to use them frequently. However there is one negative point
2781 about markers: Players don't "see" what's going on with them. It is
2782 your task, as map-creator, to make sure the player is always well
2783 informed and never confused.
2784 <br><br>
2785 Please avoid infinite markers when they aren't needed. They're
2786 using a little space in the player file after all, so if there
2787 is no real purpose, set an expire time.]]>
2788 </use>
2789 <attribute arch="no_pick" value="1" type="fixed" />
2790 <attribute arch="slaying" editor="key string" type="string">
2791 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2792 If the player already has a force with that &lt;key string&gt;,
2793 there won't be inserted a second one.
2794 </attribute>
2795 <attribute arch="connected" editor="connection" type="int">
2796 When the detector is triggered, all objects with the same
2797 connection value get activated.
2798 </attribute>
2799 <attribute arch="speed" editor="marking speed" type="float">
2800 The &lt;marking speed&gt; defines how quickly it will mark something
2801 standing on the marker. Set this value rather high to make
2802 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2803 should do fine.
2804 </attribute>
2805 &speed_left;
2806 <attribute arch="food" editor="mark duration" type="int">
2807 This value defines the duration of the force it inserts.
2808 If nonzero, the duration of the player's mark is finite:
2809 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2810 means the mark will stay on the player forever.
2811 </attribute>
2812 <attribute arch="name" editor="delete mark" type="string">
2813 When the player steps onto the marker, all existing forces in
2814 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2815 will be removed. If you don't want to remove any marks, leave
2816 this textfield empty.
2817
2818 Note that the string &lt;delete mark&gt; is set as the name of
2819 this marker. So don't be confused, and remember changing the
2820 name will take effect on the marker's functionality.
2821 </attribute>
2822 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2823 In the moment when the player gets marked, this text is displayed
2824 to him. You should really set a message in any marker you create,
2825 because it's the only way for the player to notice what's going on.
2826 </attribute>
2827 </type>
2828
2829 <!--####################################################################-->
2830 <type number="36" name="Money">
2831 <ignore>
2832 <attribute arch="unpaid" />
2833 </ignore>
2834 <description><![CDATA[
2835 Items of the type Money are handled as currency.
2836 Money cannot be sold/bought in shops. When money is dropped
2837 in a shop, it stays the same.<br>
2838 When a player picks an item from a shop and attempts to
2839 walk over the shop mat, the item's selling-price is automatically
2840 subtracted from the player's money.
2841 <br><br>
2842 For money, always use the default arches.
2843 Don't modify them.]]>
2844 </description>
2845 <attribute arch="race" value="gold and jewels" type="fixed" />
2846 </type>
2847
2848 <!--####################################################################-->
2849 <type number="0" name="Monster &amp; NPC">
2850 <required>
2851 <attribute arch="is_floor" value="0" />
2852 <attribute arch="alive" value="1" />
2853 <attribute arch="tear_down" value="0" />
2854 </required>
2855 <ignore>
2856 <attribute arch="material" />
2857 <attribute arch="name_pl" />
2858 <attribute arch="nrof" />
2859 <attribute arch="value" />
2860 <attribute arch="unpaid" />
2861 </ignore>
2862 <description><![CDATA[
2863 Monsters can behave in various kinds of ways.
2864 They can be aggressive, attacking the player. Or peaceful,
2865 helping the player - maybe joining him as pet.
2866 The unagressive creatures who communicate with players are
2867 usually called "NPCs" (Non Player Character), a well-known
2868 term in role-play environments.]]>
2869 </description>
2870 <use><![CDATA[
2871 Monsters play a central role in most maps. Choosing the right
2872 combination of monsters for your map is vital:
2873 <UL>
2874 <LI> Place only monsters of slightly varying (increasing) strength.
2875 It's no fun to play for two hours just to find out the last
2876 monster is unbeatable. Similar, it's not exciting to fight orcs
2877 after passing a room of dragons.<br>
2878 This rule applies only for linear maps (one room after the other),
2879 with treasure at the end. You can sprinkle the treasure around,
2880 or make non-linear maps - That is often more entertaining.
2881 <LI> Places with high level monsters must not be easy to reach.
2882 Balrogs, Dragonmen and the likes should be at the end of a quest,
2883 not at the beginning.
2884 <LI> Don't stick monsters together that tend to kill each other.
2885 Fire- and cold dragons in one room for example is a bad idea.
2886 By weakening and killing each other they are easy prey for players,
2887 not worth the experience they hold.
2888 <LI> Create your own monsters, especially for "boss"-type monsters.
2889 Having stage-bosses guarding treasure is a lot of fun when done right.
2890 Avoid to create monsters with completely non-intuitive abilities:
2891 Don't give ice-spells to firedragons or vice versa. Don't add
2892 draining attack to trolls, etc. Additionally, you should inform the
2893 player before he bumps right into some very special/unusual monster.
2894 <LI> Last but not least: Always keep an eye on the experience your monsters
2895 hold. Design your maps in a way that high experience
2896 is always well-defended. Don't make large rooms full with only one kind
2897 of monster. Keep in mind the different abilities/techniques players
2898 can use.
2899 </UL>
2900 I know it's impossible to make the perfectly balanced map. There's always
2901 some part which is found too easy or too hard for a certain kind of player.
2902 Just give it your best shot. And listen to feedback from players if you
2903 receive some. :-)]]>
2904 </use>
2905 <attribute arch="alive" value="1" type="fixed" />
2906 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2907 When the monster is killed, items from the treasurelist will
2908 drop to the ground. This is a common way to reward players
2909 for killing (masses of) monsters.
2910
2911 Note that you can always put items into the monster's
2912 inventory. Those will drop-at-kill just like the stuff
2913 from the &lt;treasurelist&gt;.
2914 </attribute>
2915 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2916 Set this flag to move treasure items created into the environment (map)
2917 instead of putting them into the object.
2918 </attribute>
2919 <attribute arch="level" editor="level" type="int">
2920 A monster's &lt;level&gt; is the most important attribute.
2921 &lt;level&gt; affects the power of a monster in various ways.
2922 </attribute>
2923 <attribute arch="race" editor="race" type="string">
2924 Every monster should have a race set to categorize it.
2925 The monster's &lt;race&gt; can have different effects:
2926 Slaying weapons inflict tripple damage against enemy races
2927 and holy word kills only enemy races of the god.
2928 </attribute>
2929 <attribute arch="exp" editor="experience" type="int">
2930 When a player kills this monster, he will get exactly this
2931 amount of &lt;experience&gt;. The experience will flow into
2932 the skill-category the player used for the kill.
2933
2934 If you create special monsters of tweaked strenght/abilities,
2935 always make sure that the &lt;experience&gt; is set to a
2936 reasonable value. Compare with existing arches to get a feeling
2937 what reasonable means. Keep in mind that spellcasting monsters
2938 are a lot harder to kill than non-spellcasters!
2939 </attribute>
2940 <attribute arch="speed" editor="speed" type="float">
2941 The &lt;speed&gt; determines how fast a monster will both move
2942 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2943 </attribute>
2944 &speed_left;
2945 <attribute arch="other_arch" editor="breed monster" type="string">
2946 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2947 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2948 can be set to any valid arch-name of a monster. Multipart monster
2949 should not be used.
2950 </attribute>
2951 <attribute arch="generator" editor="multiply" type="bool">
2952 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2953 every once in a while. Mice are a good example for this effect.
2954 If enabled, you must also set &lt;breed monster&gt; or check
2955 &lt;template generation&gt; and put other monsters in the inventory.
2956 </attribute>
2957 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2958 This only takes effect if &lt;multiply&gt; is enabled. The monster
2959 will create a new monster every once in a while by duplicating it's inventory.
2960 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2961 Each time the monster need to generate an object, it will be
2962 a randomly chosen item from the inventory. When generator is destroyed,
2963 inventory is destroyed.
2964 </attribute>
2965 &move_type;
2966 <attribute arch="undead" editor="undead" type="bool">
2967 Several spells only affect undead monsters:
2968 turn undead, banish undead, holy word, etc.
2969 </attribute>
2970 <attribute arch="carrying" editor="carries weight" type="int">
2971 If a monster has something in the inventory, this
2972 value can be set to reflect the slowdown due to
2973 the carried weight.
2974 </attribute>
2975 <attribute arch="precious" editor="precious" type="bool">
2976 Set this flag to indicate that this monster is precious, i.e.
2977 it should not be lightly destroyed. This is most useful on pets and
2978 keeps the server from destroying them on destroy_pets/monster floors
2979 and will try to save them when the player logs out.
2980 </attribute>
2981
2982 <section name="melee">
2983 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2984 This number is a bitmask, specifying the monster's attacktypes
2985 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2986 Strong monsters often have more than just physical attacktype.
2987
2988 When a monster with multiple attacktypes hits aan oponent, it will do
2989 as much damage as the "best" of it's attacktypes does. So, the more
2990 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2991 somehow exceptions.
2992 </attribute>
2993 <attribute arch="dam" editor="damage" type="int">
2994 Among other parameters, &lt;damage&gt; affects how much melee damage
2995 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2996 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2997 take effect on the melee damage of a monster.
2998 </attribute>
2999 <attribute arch="wc" editor="weapon class" type="int">
3000 Monsters of high &lt;weapon class&gt; are more likely to really hit
3001 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3002 to &lt;armour class&gt;.
3003 </attribute>
3004 <attribute arch="hp" editor="health points" type="int">
3005 The &lt;health points&gt; of a monster define how long it takes to
3006 kill it. With every successful hit from an opponent, &lt;health points&gt;
3007 get drained - The monster dies by zero &lt;health points&gt;.
3008 </attribute>
3009 <attribute arch="maxhp" editor="max health" type="int">
3010 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3011 monster can have.
3012 </attribute>
3013 <attribute arch="ac" editor="armour class" type="int">
3014 Monsters of low &lt;armour class&gt; are less likely to get hit from
3015 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3016 to &lt;weapon class&gt;.
3017 Values typically range between +20 (very bad) to -20 (quite good).
3018 </attribute>
3019 <attribute arch="Con" editor="healing rate" type="int">
3020 Monsters regenerate this many health points each 4 ticks. Hence, the
3021 healing rate is independent of &lt;speed&gt;.
3022 </attribute>
3023 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3024 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3025 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3026 bounce off.
3027 </attribute>
3028 <attribute arch="hitback" editor="hitback" type="bool">
3029 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3030 to the amount of damage the *attacker* inflicted. This damage
3031 is additional to the regular melee damage of the monster.
3032 As far as I know, hitback uses acid attacktype, and it only takes
3033 effect if the monster actually has acid attacktype at it's disposal.
3034 Acid spheres for example use this feature.
3035 </attribute>
3036 <attribute arch="one_hit" editor="one hit only" type="bool">
3037 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3038 to a player.
3039 </attribute>
3040 </section>
3041
3042 <section name="spellcraft">
3043 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3044 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3045 Only wands/rods/etc can be used, given the appropriate abilities.
3046 </attribute>
3047 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3048 A monster with this flag has the ability to &lt;reflect spells&gt;,
3049 all kinds of spell-bullets and -beams will bounce off.
3050
3051 Generally this flag should not be set because it puts
3052 wizard-type players at an unfair disadvantage.
3053 </attribute>
3054 <attribute arch="sp" editor="spellpoints" type="int">
3055 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3056 them for both wizard- and prayer-spells. However, this value defines
3057 only the amount of *initial* spellpoints the monster starts with.
3058 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3059 and &lt;spellpoint regen.&gt; are more important than just initial
3060 &lt;spellpoints&gt;.
3061 </attribute>
3062 <attribute arch="maxsp" editor="max spellpoints" type="int">
3063 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3064 can hold. Setting this to high values has little effect unless
3065 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3066 "regenerate mana" at it's disposal.
3067 </attribute>
3068 <attribute arch="Pow" editor="spellpoint regen." type="int">
3069 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3070 spellpoint regeneration rate is independent of &lt;speed&gt;.
3071
3072 To make a real tough spellcasting monster, the rate of spellpoint
3073 regeneration is most important. If your monster is still not casting
3074 fast enough, give it the spell-ability of "regenerate mana".
3075 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3076 </attribute>
3077 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3078 Click on the &lt;attuned paths&gt; button to select spellpaths.
3079 The creature will get attuned to the specified spellpaths.
3080 </attribute>
3081 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3082 Click on the &lt;repelled paths&gt; button to select spellpaths.
3083 The creature will get repelled to the specified spellpaths.
3084 </attribute>
3085 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3086 Click on the &lt;denied paths&gt; button to select spellpaths.
3087 The creature won't be able to cast spells of the specified paths.
3088 </attribute>
3089 </section>
3090
3091 <section name="ability">
3092 <attribute arch="Int" editor="detect hidden" type="int">
3093 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3094 hidden/invisible creatures. Higher values make for better
3095 detection-skills. Enabling &lt;see invisible&gt; makes this value
3096 obsolete.
3097 </attribute>
3098 <attribute arch="see_invisible" editor="see invisible" type="bool">
3099 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3100 with by invisible or hiding players. This flag is a must-have
3101 for high-level monsters. When a monster is unable to detect
3102 invisible players, it can be killed without fighting back.
3103 </attribute>
3104 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3105 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3106 by spells of darkness or dark maps. This flag is a "should-have"
3107 for high-level monsters. When a monster is unable to see in
3108 darkness, players can cast darkness and sneak around it safely.
3109 </attribute>
3110 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3111 Monster is able to wield weapon type objects.
3112 </attribute>
3113 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3114 Monster is able to use missile-weapon type objects.
3115 </attribute>
3116 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3117 Monster is able to wear protective equipment like brestplate
3118 armour, shields, helmets etc.
3119 </attribute>
3120 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3121 Monster is able to wear rings.
3122 </attribute>
3123 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3124 Monster is able to use wands and staves.
3125 </attribute>
3126 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3127 Monster is able to use rods.
3128 </attribute>
3129 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3130 Monster is able to read scrolls.
3131 </attribute>
3132 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3133 Monster is able to use skills from it's inventory.
3134 For example, you can put a throwing skill object and some
3135 boulders into the monster's object and set &lt;can use skills&gt;.
3136 </attribute>
3137 </section>
3138
3139 <section name="behave">
3140 <attribute arch="monster" editor="monster behaviour" type="bool">
3141 When &lt;monster behaviour&gt; is enabled, this object will behave
3142 like a monster: It can move and attack enemies (which are
3143 typically players).
3144 This flag should be set for all monsters as-such.
3145 Monsters which don't move, like guards, should also have
3146 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3147 It should *not* be set for things like immobile generators.
3148 </attribute>
3149 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3150 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3151 </attribute>
3152 <attribute arch="friendly" editor="friendly" type="bool">
3153 &lt;friendly&gt; monsters help the player, attacking any
3154 non-friendly monsters in range.
3155 </attribute>
3156 <attribute arch="stand_still" editor="stand still" type="bool">
3157 Monsters which &lt;stand still&gt; won't move to leave their position.
3158 When agressive, they will attack all enemies who get close to
3159 them. This behaviour is commonly known from castle guards.
3160
3161 In older versions of Deliantra it was possible to eventually
3162 push a &lt;stand still&gt;-monster out of position by force.
3163 I believe this is no longer possible. Neverthless, you should
3164 still be cautious when lining up &lt;stand still&gt;-monster in order
3165 to "defend" something: Such monsters are rather easy to kill.
3166 It's good for low level maps, but not much more.
3167 </attribute>
3168 <attribute arch="sleep" editor="asleep" type="bool">
3169 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3170 &lt;sensing range&gt; of the monster. Usually the sensing range is
3171 larger than the players line of sight. Due to that, in most cases
3172 the player won't ever notice weither a monster was asleep or not.
3173 </attribute>
3174 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3175 This entry defines which kinds of environment actions the
3176 creature is able to perform.
3177 </attribute>
3178 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3179 Click on the &lt;pick up&gt; button and select which types of objects
3180 the creature should try to pick up.
3181
3182 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3183 etc are set, then the creature will pick up the matching items even
3184 if this is not set here.
3185 </attribute>
3186 <attribute arch="Wis" editor="sensing range" type="int">
3187 &lt;sensing range&gt; determines how close a player needs to be before
3188 the creature wakes up. This is done as a square, for reasons of speed.
3189 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3190 11x11 square of the monster will wake the monster up. If the player
3191 has stealth, the size of this square is reduced in half plus 1.
3192 </attribute>
3193 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3194 If this is set to default, the standard mode of movement will be used.
3195 </attribute>
3196 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3197 This movement is not in effect when the monster has an enemy and should
3198 only be used for non agressive monsters.
3199 </attribute>
3200 <attribute arch="run_away" editor="run at % health" type="int">
3201 This is a percentage value in the range 0-100.
3202 When the monster's health points drop below this percentage
3203 (relative to max health), it attempts to run away from the
3204 attacker.
3205 </attribute>
3206 </section>
3207 &resistances_basic;
3208 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3209 </attribute>
3210 </type>
3211
3212 <!--####################################################################-->
3213 <type number="28" name="Monster (Grimreaper)">
3214 <import_type name="Monster &amp; NPC" />
3215 <ignore>
3216 <attribute arch="material" />
3217 <attribute arch="name_pl" />
3218 <attribute arch="nrof" />
3219 <attribute arch="value" />
3220 <attribute arch="unpaid" />
3221 </ignore>
3222 <description>
3223 A grimreaper is a monster that vanishes after it did some number of
3224 draining attacks.
3225 </description>
3226 <section name="grimreaper">
3227 <attribute arch="value" editor="attacks" type="int">
3228 The object vanishes after this number of draining attacks.
3229 </attribute>
3230 </section>
3231 </type>
3232
3233 <!--####################################################################-->
3234 <type number="65" name="Mood Floor">
3235 <ignore>
3236 <ignore_list name="system_object" />
3237 </ignore>
3238 <description><![CDATA[
3239 As the name implies, mood floors can change the "mood" of
3240 a monsters/NPC. For example, an unagressive monster could be
3241 turned mad to start attacking. Similar, an agressive monster
3242 could be calmed.]]>
3243 </description>
3244 <use><![CDATA[
3245 Mood floors are absolutely cool for NPC interaction. To make an
3246 unaggressive monster/NPC attack, put a creator with "other_arch
3247 furious_floor" under it. Connect the creator to a magic_ear, so the
3248 player speaks a keyword like "stupid sucker" - and the monster attacks.
3249 <br><br>
3250 To turn an NPC into a pet, put a charm_floor under it and connect
3251 it directly to a magic_ear. Then the player speaks a keyword like
3252 "help me" - and the NPC joins him as pet.
3253 <br><br>
3254 (Of course you must always give clear hints about keywords!
3255 And there is no reason why you couldn't use a button/lever/pedestal
3256 etc. instead of a magic_ear.)]]>
3257 </use>
3258 <attribute arch="no_pick" value="1" type="fixed" />
3259 <attribute arch="last_sp" editor="mood" type="list_mood">
3260 &lt;mood&gt; is used to determine what will happen to the
3261 monster when affected by the mood floor:
3262
3263 &lt;mood&gt; 'furious': Makes all monsters aggressive
3264
3265 &lt;mood&gt; 'angry': As above but pets are unaffected
3266
3267 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3268
3269 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3270
3271 &lt;mood&gt; 'charm': Turns monster into a pet of person
3272 who triggers the square. This setting is not
3273 enabled for continous operation, you need to
3274 insert a &lt;connection&gt; value!
3275 </attribute>
3276 <attribute arch="connected" editor="connection" type="int">
3277 This should only be set in combination with &lt;mood number&gt; 4.
3278 Normally, monsters are affected by the mood floor as soon as they
3279 step on it. But charming (monster -&gt; pet) is too powerful,
3280 so it needs to be activated.
3281
3282 Typically it is connected to an altar, for buying a "hireling".
3283 But a powerful pet could as well be the reward for solving a
3284 quest. Or even better: It could be *part* of a quest!
3285 </attribute>
3286 <attribute arch="no_magic" editor="no spells" type="bool">
3287 If enabled, it is impossible for players to use (wizard-)
3288 spells on that spot.
3289 </attribute>
3290 <attribute arch="damned" editor="no prayers" type="bool">
3291 If enabled, it is impossible for players to use prayers
3292 on that spot. It also prevents players from saving.
3293 </attribute>
3294 </type>
3295
3296 <!--####################################################################-->
3297 <type number="40" name="Mover">
3298 <ignore>
3299 <ignore_list name="non_pickable" />
3300 </ignore>
3301 <description><![CDATA[
3302 Movers move the objects above them. However, only living objects
3303 are affected (monsters/NPCs always, players optional). Movers have
3304 a direction, so players can be made to move in a pattern, and so
3305 can monsters. Motion is involuntary. Additionally, players or
3306 monsters can be "frozen" while ontop of movers so that they MUST
3307 move along a chain of them.
3308 <br><br>
3309 Multisquare monsters can be moved as well, given
3310 enough space. Movers are usually invisible.]]>
3311 </description>
3312 <use><![CDATA[
3313 NEVER EVER consider a mover being unpassable in the backwards
3314 direction. Setting "forced movement" makes it seemingly impossible
3315 but there is still a trick: One player can push a second player
3316 past the mover, in opposite to the mover's direction! The more
3317 movers, the more players needed. Hence, don't make a treasure
3318 room that is surrounded by movers instead of solid walls/gates.
3319 <br><br>
3320 Btw, it does not make a difference putting movers above or
3321 below the floor. Moreover, movers that are set to be invisible
3322 cannot be discovered with the show_invisible spell.
3323 <br><br>
3324 Note that Movers and Directors are seperate objects, even though
3325 they look and act similar. Directors only do spells/missiles,
3326 while movers only do living creatures (depending on how it
3327 is set: monsters and players).]]>
3328 </use>
3329 <attribute arch="attacktype" editor="forced movement" type="bool">
3330 If forced movement is enabled, the mover "freezes" anyone it
3331 moves (so they are forced to move along a chain).
3332 For players there is no way to escape this forced movement,
3333 except being pushed by a second player.
3334 </attribute>
3335 <attribute arch="maxsp" editor="freeze duration" type="int">
3336 The player will be "frozen" for that many moves.
3337 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3338 enabled, then &lt;freeze duration&gt; gets assigned the
3339 "default value" 2 automatically.
3340 </attribute>
3341 <attribute arch="speed" editor="movement speed" type="float">
3342 The movement speed value determines how fast a chain of
3343 these movers will push a player along (default is -0.2).
3344 </attribute>
3345 &speed_left;
3346 <attribute arch="sp" editor="direction" type="list_direction">
3347 The mover will push creatures in the specified &lt;direction&gt;.
3348 A mover with direction set to &lt;none&gt; will spin clockwise,
3349 thus pushing creatures in unpredictable directions.
3350 </attribute>
3351 <attribute arch="lifesave" editor="gets used up" type="bool">
3352 If enabled, the mover gets "used up" after a certain number of moves
3353 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3354 </attribute>
3355 <attribute arch="hp" editor="number of uses" type="int">
3356 This value has only a meaning if &lt;gets used up&gt; is set:
3357 &lt;number of uses&gt; is the number of times minus one, that it
3358 will move a creature before disappearing. (It will move
3359 someone &lt;number of uses&gt;+1 times, then vanish).
3360 </attribute>
3361 <section name="targets">
3362 <attribute arch="level" editor="move players" type="bool">
3363 If &lt;move players&gt; is enabled, both players and monsters will be
3364 moved. In the arches' default it is disabled - thus ONLY monsters
3365 get moved. Remember that "monsters" includes NPCs!
3366
3367 This feature provides you with the possibility to make NPCs
3368 literally "come to life". Example: The player is talking with an
3369 NPC, speaking a certain keyword. This triggers a magic_ear and
3370 activates creators, creating (per default: monster-only) movers
3371 under the NPC's feet. The NPC starts "walking" on a predefined
3372 route! Note that it's useful to set this NPC immune to everything,
3373 preventing the player to push the NPC off his trace.
3374 </attribute>
3375 <attribute arch="move_on" editor="movement type" type="movement_type">
3376 Which movement types activate the mover.
3377 </attribute>
3378 </section>
3379 </type>
3380
3381 <!--####################################################################-->
3382 <type number="17" name="Pedestal">
3383 <ignore>
3384 <ignore_list name="non_pickable" />
3385 </ignore>
3386 <description><![CDATA[
3387 Pedestals are designed to detect certain types of living objects.
3388 When a predefined type of living creature steps on the pedestal, the
3389 connected value is triggered.]]>
3390 </description>
3391 <use><![CDATA[
3392 If you want to create a place where only players of a certain race
3393 can enter, put a teleporter over your pedestal. So the teleporter is
3394 only activated for players of the matching race. Do not use gates,
3395 because many other players could sneak in. If you put powerful
3396 artifacts into such places, generally set "startequip 1", so that
3397 they are preserved for that one race and can't be traded to others.]]>
3398 </use>
3399 <attribute arch="no_pick" value="1" type="fixed" />
3400 <attribute arch="slaying" editor="match race" type="string">
3401 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3402 matches the monster's or the player's race, we have a match.
3403 Yes, pedestals can detect a player's race! E.g. you could create a
3404 place where only fireborns can enter, by setting "slaying unnatural".
3405
3406 If it is set to "player", any player stepping on the pedestal
3407 is a match. Very useful if you want to open a gate for players
3408 but not for monsters.
3409 </attribute>
3410 <attribute arch="connected" editor="connection" type="int">
3411 When the pedestal is triggered, all objects with the same
3412 connection value get activated.
3413 </attribute>
3414 &move_on;
3415 </type>
3416
3417 <!--####################################################################-->
3418 <type number="94" name="Pit">
3419 <ignore>
3420 <ignore_list name="non_pickable" />
3421 </ignore>
3422 <description><![CDATA[
3423 Pits are holes, transporting the player when he walks (and falls) into them.
3424 A speciality about pits is that they don't transport the player to
3425 the exact destination, but within a configurable radius of the destination
3426 (never on blocked squares).<br>
3427 Optionally, pits can get closed and opened, similar to gates.<br><br>
3428 Monsters and items are affected by pits just as well as players.
3429 Even multipart monsters can fall through them, given enough space.]]>
3430 </description>
3431 <use><![CDATA[
3432 Pits can add interesting effects to your map. When using them, make
3433 sure to use them in a "logical way": Pits should always drop the
3434 player to some kind of lower level. They should not be used to
3435 randomly interconnect maps like teleporters do.]]>
3436 </use>
3437 <attribute arch="no_pick" value="1" type="fixed" />
3438 <attribute arch="range" editor="spread radius" type="int">
3439 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3440 </attribute>
3441 <attribute arch="connected" editor="connection" type="int">
3442 When a &lt;connection&gt; value is set, the pit can be opened/closed
3443 by activating the connection.
3444 </attribute>
3445 &activate_on;
3446 <attribute arch="hp" editor="destination X" type="int">
3447 The pit will transport creatures (and items) randomly into a two-square
3448 radius of the destination coordinates.
3449 If the destination square becomes blocked, the pit will act like
3450 being filled up and not work anymore!
3451 </attribute>
3452 <attribute arch="sp" editor="destination Y" type="int">
3453 The pit will transport creatures (and items) randomly into a two-square
3454 radius of the destination coordinates.
3455 If the destination square becomes blocked, the pit will act like
3456 being filled up and not work anymore!
3457 </attribute>
3458 <attribute arch="wc" editor="position state" type="int">
3459 The &lt;position state&gt; defines the position of the gate:
3460 Zero means completely open/down, the "number of animation-steps" (usually
3461 about 6 or 7) means completely closed/up state. I suggest you don't
3462 mess with this value - Leave the default in place.
3463 </attribute>
3464 &move_on;
3465 </type>
3466
3467 <!--####################################################################-->
3468 <type number="7" name="Poison Food">
3469 <description><![CDATA[
3470 When eating, the player's stomache is drained by 1/4 of food.
3471 If his food drops to zero, the player might even die.]]>
3472 </description>
3473 </type>
3474
3475 <!--####################################################################-->
3476 <type number="5" name="Potion">
3477 <description><![CDATA[
3478 The player can drink these and gain various kinds of benefits
3479 (/penalties) by doing so.]]>
3480 </description>
3481 <use><![CDATA[
3482 One potion should never give multiple benefits at once.]]>
3483 </use>
3484 <attribute arch="level" editor="potion level" type="int">
3485 If the potion contains a spell, the spell is cast at this level.
3486 For other potions it should be set at least to 1.
3487 </attribute>
3488 <attribute arch="sp" editor="spell" type="spell">
3489 When a player drinks this potion, the selected spell
3490 will be casted (once). This should work for any given spell.
3491 E.g. heal is "sp 35", magic power is "sp 67".
3492 </attribute>
3493 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3494 There are two types of special effects for potions:
3495 'life restoration' - restore the player's stats lost by death or draining
3496 (this has nothing in common with the restoration spell!)
3497 'improvement' - increase the player's maximum health/mana/grace
3498 by a very small amount.
3499 </attribute>
3500 <attribute arch="cursed" editor="cursed" type="bool">
3501 If a potion is cursed, benefits generally turn into penalties.
3502 Note that potions can be "uncursed" by praying over an altar,
3503 with relative ease. *But* the potion must be identified to notice
3504 that it is cursed &gt;:)
3505 </attribute>
3506 <attribute arch="startequip" editor="godgiven item" type="bool">
3507 A godgiven item vanishes as soon as the player
3508 drops it to the ground.
3509 </attribute>
3510 &player_stat_resist_sections;
3511 </type>
3512
3513 <!--####################################################################-->
3514 <type number="156" name="Power Crystal">
3515 <description><![CDATA[
3516 Power crystals can store a player's mana:
3517 When the player applies the crystal with full mana, half of
3518 it flows into the crystal. When the player applies it with
3519 lacking mana, the crystal replenishes the player's mana.]]>
3520 </description>
3521 <attribute arch="sp" editor="initial mana" type="int">
3522 &lt;initial mana&gt; is the amount of spellpoints that the
3523 crystal holds when the map is loaded.
3524 </attribute>
3525 <attribute arch="maxsp" editor="mana capacity" type="int">
3526 The &lt;mana capacity&gt; defines how much mana can be stored
3527 in the crystal. This is what makes the crystal interesting.
3528 Wizard-players will always seek for crystals with large
3529 capacities.
3530 </attribute>
3531 </type>
3532
3533 <!--####################################################################-->
3534 <type number="13" name="Projectile">
3535 <description><![CDATA[
3536 Projectiles like arrows/crossbow bolts are used as ammunition
3537 for shooting weapons.
3538 <br><br>
3539 It's very easy to add new pairs of weapons &amp; projectiles.
3540 Just set matching &lt;ammunition class&gt; both for shooting
3541 weapon and projectile.]]>
3542 </description>
3543 <use><![CDATA[
3544 If you want to create new kinds of projectiles, you could
3545 add an alchemical receipe to create these.
3546
3547 Don't create new pairs of weapons &amp; projectiles unless
3548 they really fullfill a useful purpose. In fact, even bows
3549 and crossbows are rarely ever used.]]>
3550 </use>
3551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3552 This number is a bitmask, specifying the projectile's attacktypes.
3553 Attacktypes are: physical, magical, fire, cold.. etc.
3554 This works identical to melee weapons. Note that shooting
3555 weapons cannot have attacktypes.
3556 </attribute>
3557 <attribute arch="race" editor="ammunition class" type="string">
3558 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3559 these projectiles. For arrows set "arrows", for crossbow bolts
3560 set "crossbow bolts" (big surprise).
3561
3562 In certain cases, the ammunition class is displayed in the game.
3563 Hence, when you create a new ammunition class, choose an
3564 intuitive name like "missiles", "spirit bolts" - whatever.
3565
3566 You can also make special containers holding these projectiles
3567 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3568 </attribute>
3569 <attribute arch="slaying" editor="slaying race" type="string">
3570 Slaying means the weapon does tripple (3x) damage to monsters
3571 of the specified race. If &lt;slaying race&gt; matches an arch name,
3572 only monsters of that archtype receive tripple damage.
3573 Tripple damage is very effective.
3574 </attribute>
3575 <attribute arch="dam" editor="damage" type="int">
3576 The projectile &lt;damage&gt; significantly affects the damage
3577 done. Damage can be further increased by the shooting
3578 weapon's attributes.
3579 </attribute>
3580 <attribute arch="wc" editor="weaponclass" type="int">
3581 This value is supposed to be the base &lt;weaponclass&gt;,
3582 but it seems to have rather little effect.
3583 High values are good here, low values bad.
3584 </attribute>
3585 <attribute arch="food" editor="chance to break" type="int">
3586 The &lt;chance to break&gt; defines the breaking probability when this
3587 projectile hits an obstacle, e.g. wall or monster.
3588 The value is the %-chance to break, ranging from 0 (never breaking)
3589 to 100 (breaking at first shot).
3590 </attribute>
3591 <attribute arch="magic" editor="magic bonus" type="int">
3592 Magic bonus increases chance to hit and damage a little bit.
3593 </attribute>
3594 <attribute arch="unique" editor="unique item" type="bool">
3595 Unique items exist only one time on a server. If the item
3596 is taken, lost or destroyed - it's gone for good.
3597 </attribute>
3598 <attribute arch="startequip" editor="godgiven item" type="bool">
3599 A godgiven item vanishes as soon as the player
3600 drops it to the ground.
3601 </attribute>
3602 <attribute arch="no_drop" editor="don't drop" type="bool">
3603 When a monster carries a projectile with &lt;don't drop&gt;,
3604 this item will never drop to the ground but
3605 vanish instead. If this object is shot, it can still drop
3606 after hitting an obstacle. You can prevent this by
3607 setting &lt;chance to break&gt; 100.
3608 </attribute>
3609 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3610 This text may describe the projectile. This
3611 could be nice for very special ones.
3612 </attribute>
3613 </type>
3614
3615 <!--####################################################################-->
3616 <type number="70" name="Ring">
3617 <import_type name="Amulet" />
3618 <description><![CDATA[
3619 Rings are worn on the hands - one ring each.
3620 Wearing rings, the object's stats will directly be inherited to
3621 the player. Usually enhancing his spellcasting potential.]]>
3622 </description>
3623 <use><![CDATA[
3624 When you create an artifact ring, never forget that players can
3625 wear <B>two</B> rings! Due to that it is extremely important to
3626 keep rings in balance with the game.
3627 <br><br>
3628 Also keep in mind that rings are generally the wizard's tools.
3629 They should primarily grant bonuses to spellcasting abilities
3630 and non-physical resistances.]]>
3631 </use>
3632 </type>
3633
3634 <!--####################################################################-->
3635 <type number="3" name="Rod">
3636 <ignore>
3637 <attribute arch="title" />
3638 </ignore>
3639 <description><![CDATA[
3640 A rod contains a spell. The player can use this spell by applying and
3641 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3642 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3643 used endlessly.]]>
3644 </description>
3645 <use><![CDATA[
3646 Rods with healing/curing spells are extremely powerful. Usually, potions have
3647 to be used for that purpose. Though, potions are expensive and only good for
3648 one-time-use.<br>]]>
3649 </use>
3650 <attribute arch="sp" editor="spell" type="spell">
3651 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3652 rods to players, since they can be used endlessly without any mana cost!
3653 Rods with heal/ restoration/ protection spells, IF available, MUST be
3654 very very VERY hard to get!
3655 </attribute>
3656 <attribute arch="level" editor="casting level" type="int">
3657 The casting level of the &lt;spell&gt; determines it's power.
3658 For attack spells, level should be set to something reasonable.
3659 </attribute>
3660 <attribute arch="hp" editor="initial spellpoints" type="int">
3661 This value represents the initial amount of spellpoints in the rod.
3662 Naturally, this is quite unimportant.
3663 </attribute>
3664 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3665 When the rod is fully charged up, it will hold this maximum amount of
3666 spellpoints. Make sure it is enough to cast the contained spell at least
3667 once. But don't set the value too high, as that might make the rod
3668 too effective.
3669 </attribute>
3670 <attribute arch="startequip" editor="godgiven item" type="bool">
3671 A godgiven item vanishes as soon as the player
3672 drops it to the ground.
3673 </attribute>
3674 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3675 This text may contain a description of the rod.
3676 </attribute>
3677 </type>
3678
3679 <!--####################################################################-->
3680 <type number="154" name="Rune">
3681 <ignore>
3682 <attribute arch="no_pick" />
3683 <attribute arch="title" />
3684 <attribute arch="name_pl" />
3685 <attribute arch="weight" />
3686 <attribute arch="value" />
3687 <attribute arch="material" />
3688 <attribute arch="unpaid" />
3689 </ignore>
3690 <description><![CDATA[
3691 A rune is a magical enscription on the dungeon floor.
3692 <br><br>
3693 Runes hit any monster or person who steps on them for 'dam' damage in
3694 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3695 and will cast this spell when it detonates. Yet another kind is the
3696 "summoning rune", summoning predefined monsters of any kind, at detonation.
3697 <br><br>
3698 Many runes are already defined in the archetypes.]]>
3699 </description>
3700 <use><![CDATA[
3701 Avoid monsters stepping on your runes. For example, summoning runes
3702 together with spellcasting- and attack-runes is usually a bad idea.]]>
3703 </use>
3704 <attribute arch="no_pick" value="1" type="fixed" />
3705 &move_on;
3706 <attribute arch="level" editor="rune level" type="int">
3707 This value sets the level the rune will cast the spell it contains at,
3708 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3709 (&lt;rune level&gt; 0 runes won't detonate at all!)
3710
3711 Level Also effects how easily a rune may be found and disarmed, and
3712 how much experience the player gets for doing so. Beware: High level
3713 runes can be quite a cheap source of experience! So either make them
3714 tough, or keep the level low.
3715 </attribute>
3716 <attribute arch="Cha" editor="visibility" type="int">
3717 This value determines what fraction of the time the rune is visible:
3718 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3719 how easily the rune may be found.
3720 </attribute>
3721 <attribute arch="hp" editor="number of charges" type="int">
3722 The rune will detonate &lt;number of charges&gt; times before disappearing.
3723 </attribute>
3724 <attribute arch="dam" editor="direct damage" type="int">
3725 &lt;direct damage&gt; specifies how much damage is done by the rune,
3726 if it doesn't contain a spell. This should be set in reasonable
3727 relation to the rune's level.
3728 </attribute>
3729 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3730 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3731 attribute defines what attacktype to use for direct damage when
3732 the rune detonates.
3733 </attribute>
3734 <section name="spellcraft">
3735 <attribute arch="sp" editor="spell" type="spell">
3736 The selected &lt;spell&gt; defines the spell in the rune, if any.
3737 (Many runes do direct damage).
3738 </attribute>
3739 <attribute arch="slaying" editor="spell name" type="string">
3740 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3741 but if present, overrides the &lt;spell&gt; setting.
3742 </attribute>
3743 <attribute arch="other_arch" editor="spell arch" type="string">
3744 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3745 is optional, but if present, overrides the &lt;spell&gt; setting.
3746 You can choose any of the existing arches.
3747 </attribute>
3748 <attribute arch="maxsp" editor="direction" type="list_direction">
3749 If set, the rune will cast it's containing spell (if any) in
3750 this &lt;direction&gt;.In most cases this appears useless because
3751 the spell directly hits the player.
3752 </attribute>
3753 <attribute arch="race" editor="summon monster" type="string">
3754 If this is set to the arch name of any monster, together with
3755 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3756 of those on detonation. (dam and attacktype will still be ignored
3757 in this case). Runes are even capable of summoning multi-square
3758 monsters, given enough space. You'd better test it though.
3759 </attribute>
3760 <attribute arch="maxhp" editor="summon amount" type="int">
3761 This should only be set to a summoning rune. It will then summon
3762 that many creatures of the kind &lt;summon monster&gt;.
3763 </attribute>
3764 </section>
3765 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3766 When the rune detonates, this text is displayed to the
3767 victim. For especially powerful runes, create an appropriate
3768 thrilling description. ;)
3769 </attribute>
3770 </type>
3771
3772 <!--####################################################################-->
3773 <type number="106" name="Savebed">
3774 <ignore>
3775 <ignore_list name="non_pickable" />
3776 </ignore>
3777 <description><![CDATA[
3778 When the player applies a savebed, he is not only saved. Both his
3779 respawn-after-death and his word-of-recall positions are pointing
3780 to the last-applied savebed.]]>
3781 </description>
3782 <use><![CDATA[
3783 Put savebed locations in towns, do not put them into dungeons.
3784 It is absolutely neccessary that a place with savebeds is 100% secure.
3785 That means:
3786 <UL>
3787 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3788 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3789 <LI> Insert a reliable exit! Make sure there is no possibility that
3790 players get trapped in a savebed location.
3791 <LI> If possible, mark the whole site as no-spell area (Insert this
3792 arch called "dungeon_magic" everywhere). This is not required,
3793 but it makes the place much more safe.
3794 </UL>]]>
3795 </use>
3796 <attribute arch="no_pick" value="1" type="fixed" />
3797 <attribute arch="no_magic" value="1" type="fixed" />
3798 <attribute arch="damned" value="1" type="fixed" />
3799 </type>
3800
3801 <!--####################################################################-->
3802 <type number="111" name="Scroll">
3803 <ignore>
3804 <attribute arch="title" />
3805 </ignore>
3806 <description><![CDATA[
3807 Scrolls contain spells (similar to spell-potions). Unlike potions,
3808 scrolls require a certain literacy skill to read successfully.
3809 Accordingly, for a successful reading, a small amount of
3810 experience is gained. Scrolls allow only one time usage, but
3811 usually they are sold in bulks.]]>
3812 </description>
3813 <use><![CDATA[
3814 For low level quests, scrolls of healing/curing-spells
3815 can be a nice reward. At higher levels, scrolls become less
3816 and less useful.]]>
3817 </use>
3818 <attribute arch="level" editor="casting level" type="int">
3819 The spell of the scroll will be casted at this level.
3820 This value should always be set, at least to 1.
3821 </attribute>
3822 <attribute arch="sp" editor="spell" type="spell">
3823 When a player/monster applies this scroll, the selected &lt;spell&gt;
3824 will be casted (once). This should work for any given spell.
3825 </attribute>
3826 <attribute arch="startequip" editor="godgiven item" type="bool">
3827 A godgiven item vanishes as soon as the player
3828 drops it to the ground.
3829 </attribute>
3830 </type>
3831
3832 <!--####################################################################-->
3833 <type number="33" name="Shield">
3834 <import_type name="Amulet" />
3835 <description><![CDATA[
3836 Wearing a shield, the object's stats will directly be inherited to
3837 the player. Shields usually provide good defense, only surpassed
3838 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3839 </description>
3840 <use><![CDATA[
3841 Feel free to create your own special artifacts. However, it is very
3842 important that you keep your artifact in balance with existing maps.]]>
3843 </use>
3844 <attribute arch="magic" editor="magic bonus" type="int">
3845 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3846 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3847 than direct armour-class bonus on the shield.
3848 </attribute>
3849 </type>
3850
3851 <!--####################################################################-->
3852 <type number="14" name="Shooting Weapon">
3853 <description><![CDATA[
3854 Shooting weapons like bows/crossbows are used to shoot projectiles
3855 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3856 wielded both at the same time. Like with any other equipment,
3857 stats/bonuses from shooting weapons are directly inherited to the player.
3858 <br><br>
3859 It's very easy to add new pairs of weapons &amp; projectiles.
3860 Just set matching &lt;ammunition class&gt; both for shooting
3861 weapon and projectile.]]>
3862 </description>
3863 <use><![CDATA[
3864 Shooting weapons should not add bonuses in general. There's already
3865 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3866 Shooting weapons should especially not add bonuses to the player
3867 that have nothing to do with schooting. A Wisdom bonus on a bow
3868 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3869 - still crap.]]>
3870 </use>
3871 <attribute arch="race" editor="ammunition class" type="string">
3872 Only projectiles with matching &lt;ammunition class&gt; can be fired
3873 with this weapon. For normal bows set "arrows", for normal
3874 crossbows set "crossbow bolts".
3875
3876 In certain cases, the ammunition class is displayed in the game.
3877 Hence, when you create a new ammunition class, choose an
3878 intuitive name like "missiles", "spirit bolts" - whatever.
3879 </attribute>
3880 <attribute arch="sp" editor="shooting speed" type="int">
3881 After shooting a projectile, the player is frozen for a short
3882 period of time (to prevent shooting arrows machine-gun-like).
3883 The greater &lt;shooting speed&gt;, the shorter this period of time.
3884 1 is minimum (=worst) and 100 is maximum (=best) value.
3885
3886 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3887 SET IT TO ZERO! (That would freeze the player for eternety).
3888 </attribute>
3889 <attribute arch="dam" editor="base damage" type="int">
3890 The &lt;base damage&gt; significantly affects the damage done
3891 by using this weapon. This damage is added to the projectile
3892 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3893 according to the player's strength is added.
3894 </attribute>
3895 <attribute arch="wc" editor="weaponclass" type="int">
3896 This value is supposed to be the base &lt;weaponclass&gt;,
3897 but it seems to have rather little effect.
3898 High values are good here, low values bad.
3899 </attribute>
3900 <attribute arch="item_power" editor="item power" type="int">
3901 The &lt;item power&gt; value measures how "powerful" an artifact is.
3902 Players will only be able to wear equipment with a certain total
3903 amount of &lt;item power&gt;, depending on their own level. This is the
3904 only way to prevent low level players to wear "undeserved" equipment
3905 (like gifts from other players or cheated items).
3906
3907 It is very important to adjust the &lt;item power&gt; value carefully
3908 for every artifact you create! If zero/unset, the Deliantra server will
3909 calculate a provisional value at runtime, but this is never
3910 going to be an accurate measurement of &lt;item power&gt;.
3911 </attribute>
3912 <attribute arch="no_strength" editor="ignore strength" type="bool">
3913 Usually the player's strentgh takes effect on the damage
3914 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3915 the player's strength is ignored.
3916 </attribute>
3917 <attribute arch="damned" editor="damnation" type="bool">
3918 A damned shooting weapon cannot be unwielded unless
3919 the curse is removed. Removing damnations is
3920 a tick harder than removing curses.
3921 </attribute>
3922 <attribute arch="cursed" editor="curse" type="bool">
3923 A cursed shooting weapon cannot be unwielded unless
3924 the curse is removed.
3925 </attribute>
3926 <attribute arch="unique" editor="unique item" type="bool">
3927 Unique items exist only one time on a server. If the item
3928 is taken, lost or destroyed - it's gone for good.
3929 </attribute>
3930 <attribute arch="startequip" editor="godgiven item" type="bool">
3931 A godgiven item vanishes as soon as the player
3932 drops it to the ground.
3933 </attribute>
3934 <section name="stats">
3935 <attribute arch="Str" editor="strength" type="int">
3936 The player's strentgh will rise/fall by the given value
3937 while wearing this shooting weapon.
3938 </attribute>
3939 <attribute arch="Dex" editor="dexterity" type="int">
3940 The player's dexterity will rise/fall by the given value
3941 while wearing this shooting weapon.
3942 </attribute>
3943 <attribute arch="Con" editor="constitution" type="int">
3944 The player's constitution will rise/fall by the given value
3945 while wearing this shooting weapon.
3946 </attribute>
3947 <attribute arch="Int" editor="intelligence" type="int">
3948 The player's intelligence will rise/fall by the given value
3949 while wearing this shooting weapon.
3950 </attribute>
3951 <attribute arch="Pow" editor="power" type="int">
3952 The player's power will rise/fall by the given value
3953 while wearing this shooting weapon.
3954 </attribute>
3955 <attribute arch="Wis" editor="wisdom" type="int">
3956 The player's wisdom will rise/fall by the given value while
3957 wearing this shooting weapon.
3958 </attribute>
3959 <attribute arch="Cha" editor="charisma" type="int">
3960 The player's charisma will rise/fall by the given value
3961 while wearing this shooting weapon.
3962 </attribute>
3963 </section>
3964 <section name="bonus">
3965 <attribute arch="luck" editor="luck bonus" type="int">
3966 With positive luck bonus, the player is more likely to
3967 succeed in all sorts of things (spellcasting, praying,...).
3968 Unless the &lt;luck bonus&gt; is very high, the effect will be
3969 barely visible in-game. Luck bonus on one piece of equipment
3970 should never exceed 3, and such bonus should not be too
3971 frequently available.
3972 </attribute>
3973 <attribute arch="magic" editor="magic bonus" type="int">
3974 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3975 I'm not sure what exactly is increased - maybe weaponclass?
3976 However, &lt;magic bonus&gt; seems to have a little bit of positive
3977 influence on your chance to hit.
3978 </attribute>
3979 </section>
3980 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3981 This text describes the weapons's "story". Every decent artifact weapon
3982 should have such a description.
3983 </attribute>
3984 </type>
3985
3986 <!--####################################################################-->
3987 <type number="68" name="Shop Floor">
3988 <ignore>
3989 <ignore_list name="non_pickable" />
3990 </ignore>
3991 <description><![CDATA[
3992 Shop floor is used for shops. It acts like a combination of the
3993 common floor- and the treasure type: When the map is loaded,
3994 randomitems (depending on the setings) are generated on it.
3995 These items are all flagged as unpaid.
3996 When a player drops an item onto shop floor, the item becomes
3997 unpaid and the player receives payment according to the item's
3998 selling-value.
3999 Shopfloor always prevents magic (To hinder players from burning
4000 or freezing the goods).]]>
4001 </description>
4002 <use><![CDATA[
4003 Tile your whole shop-interior space which shop floor.
4004 (That assures players receive payment for dropping items).
4005 Place shop mats to enter/leave the shop, and make sure
4006 there is no other exit than the shop mat.]]>
4007 </use>
4008 <attribute arch="is_floor" value="1" type="fixed" />
4009 <attribute arch="no_pick" value="1" type="fixed" />
4010 <attribute arch="no_magic" value="1" type="fixed" />
4011 <attribute arch="auto_apply" editor="generate goods" type="bool">
4012 If enabled, items will appear on this square when the map is loaded.
4013 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4014 are generated. The items will be unpaid.
4015 </attribute>
4016 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4017 This entry determines what kind of treasure will appear, when
4018 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4019 for details about existing treasurelists.
4020 </attribute>
4021 <attribute arch="exp" editor="quality level" type="int">
4022 The &lt;quality level&gt; will be used for the quality of the generated
4023 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4024 doesn't need to be set, unless you want extraordinarily good/bad
4025 quality. If you want to make a shop with very high quality, meaybe
4026 charge an entrance fee, or make the shop hard-to-come-by.
4027 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4028 and appearance of artifact-items.
4029 </attribute>
4030 <attribute arch="damned" editor="no prayers" type="bool">
4031 If enabled, it is impossible for players to use prayers
4032 on that spot. It also prevents players from saving.
4033 (Remember that &lt;no magic&gt; is always set for shop floors.)
4034 </attribute>
4035 </type>
4036
4037 <!--####################################################################-->
4038 <type number="69" name="Shop Mat">
4039 <ignore>
4040 <ignore_list name="non_pickable" />
4041 </ignore>
4042 <description><![CDATA[
4043 Shop mats are used for entering/leaving shops. You should always
4044 have exactly TWO shop mats on your shop-map: One inside the
4045 "shopping-area" and one outside. Shop mats don't use exit paths/
4046 or -destinations. When stepping onto a shopmat the player gets beamed
4047 to the nearest other mat. If the player has unpaid items in his
4048 inventory, the price gets charged from his coins automatically.
4049 If the player has insufficient coins to buy his unpaid items, he
4050 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4051 </description>
4052 <use><![CDATA[
4053 As stated above, always place TWO shop mats into your shop.
4054 Not more and not less than that.]]>
4055 </use>
4056 <attribute arch="no_pick" value="1" type="fixed" />
4057 &move_on;
4058 </type>
4059
4060 <!--####################################################################-->
4061 <type number="98" name="Sign &amp; MagicMouth">
4062 <ignore>
4063 <ignore_list name="non_pickable" />
4064 </ignore>
4065 <description><![CDATA[
4066 The purpose of a sign or magic_mouth is to display a certain message to
4067 the player. There are three ways to have the player get this message:
4068 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4069 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4070 </description>
4071 <use><![CDATA[
4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4073 some true roleplay feeling to your maps, support your storyline or give
4074 hints about hidden secrets/dangers. Place signs to provide the player
4075 with all kinds of useful information for getting along in your maps.]]>
4076 </use>
4077 <attribute arch="connected" editor="connection" type="int">
4078 When a connection value is set, the message will be printed whenever
4079 the connection is triggered. This should be used in combination with
4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4081 If activating your magic_mouth this way, the message will not only be
4082 printed to one player, but all players on the current map.
4083 </attribute>
4084 &activate_on;
4085 &move_on;
4086 <attribute arch="food" editor="counter" type="int">
4087 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4088 (printing the message) only that many times. For signs this really shouldn't
4089 be used, while for magic_mouths it is extremely helpful.
4090 Monsters walking over the magic_mouth do not decrease the counter.
4091
4092 Often, you might want to have a message displayed only one time. For example:
4093 The player enters your map and you put a magic_mouth to tell him about the
4094 monsters and how dangerous they look and all. Later, when all the monsters
4095 are killed and the player leaves the map, displaying the same message a
4096 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4097 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4098 </attribute>
4099 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4100 This text will be displayed to the player.
4101 </attribute>
4102 </type>
4103
4104 <type number="150" name="Shop Inventory">
4105 <ignore>
4106 <ignore_list name="non_pickable" />
4107 </ignore>
4108 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4109 </description>
4110 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4111 </use>
4112 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4113 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4114 the map that will be searched for unpaid items.
4115 </attribute>
4116 </type>
4117
4118 <!--####################################################################-->
4119 <type number="43" name="Skill">
4120 <ignore>
4121 <ignore_list name="system_object" />
4122 </ignore>
4123 <description><![CDATA[
4124 Skills are objects which exist in the player/monster inventory.
4125 Both NPC/monsters and players use the same skill archetypes. Not all skills
4126 are enabled for monster use however.]]>
4127 </description>
4128 <use><![CDATA[
4129 For mapmaking, Skill objects serve two purposes:
4130 <p>First, the predefined skill archtypes (in the 'skills' directory)
4131 can be seen as the global skill definitions. A skill which doesn't
4132 exists as an archtype cannot be learned or used by players. When you
4133 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4134 of defined skill archtypes, because those strings are used as a reference in
4135 many skill-related objects.
4136 </p><p>
4137 Secondly, in order to enable monsters to use skills, you will need to
4138 copy default skill archtypes into the monsters' inventories.
4139 You can even customize the skills by changing stats. It is not
4140 recommended however, to use skills in your maps which are totally
4141 unrelated to any predefined skill archtype.</p>]]>
4142 </use>
4143 <attribute arch="invisible" value="1" type="fixed" />
4144 <attribute arch="no_drop" value="1" type="fixed" />
4145 <attribute arch="skill" editor="skill name" type="string">
4146 The &lt;skill name&gt; is used for matchings. When a usable
4147 object has an identical &lt;skill name&gt;, players
4148 (or monsters) will need this skill to apply/use the object.
4149 </attribute>
4150 <attribute arch="expmul" editor="exp multiplier" type="float">
4151 This is the ratio of experience the players total should increase by
4152 when this skill is used. If this is zero, then experience only goes to
4153 to the skill. Values higher than 1 are allowed. Note that experience
4154 rewarded to the players total is in addition to that given to the
4155 skill. Eg, if player should get 500 exp for using a skill, and
4156 expmul is 1, the player will get 500 added to that skill as well as
4157 500 to their total.
4158 </attribute>
4159 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4160 The &lt;skill type&gt; defines the base functionality of the skill.
4161 Skill types are hardcoded in the Deliantra server. It isn't hard to
4162 create new skill types, but it requires a bit of server-coding.
4163 </attribute>
4164 <attribute arch="level" editor="level" type="int">
4165 </attribute>
4166 <attribute arch="exp" editor="experience" type="int">
4167 </attribute>
4168 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4169 The &lt;is native skill&gt; flag has an effect only when this
4170 skill object is placed in the inventory of a monster (or player).
4171 If it is set, the monster or player knows the skill natively, which
4172 means he does not need a skill tool to use it.
4173 </attribute>
4174 </type>
4175
4176 <!--####################################################################-->
4177 <type number="130" name="Skill Scroll">
4178 <description><![CDATA[
4179 By reading a skill scroll, a player has a chance to learn the
4180 contained skill.]]>
4181 </description>
4182 <use><![CDATA[
4183 Skill scrolls are very much sought for by players. Currently,
4184 all skill scrolls are sold in shops randomly, which is in fact not
4185 a good system. It would be nice to have some cool quests with
4186 skill scrolls rewarded at the end.]]>
4187 </use>
4188 <attribute arch="race" value="scrolls" type="fixed" />
4189 <attribute arch="skill" editor="skill name" type="string">
4190 The &lt;skill name&gt; matches the skill object that can
4191 be learned from this scroll.
4192 </attribute>
4193 </type>
4194
4195 <!--####################################################################-->
4196 <type number="21" name="Special Key">
4197 <ignore>
4198 <attribute arch="material" />
4199 </ignore>
4200 <description><![CDATA[
4201 When carrying the appropriate special key, a locked door can
4202 be opened. The key will dissapear.
4203 <br><br>
4204 This object-type can also be used for "passport"-like items:
4205 When walking onto an invetory checker, a gate for example might
4206 get opened. The "passport" will stay in the player's inventory.]]>
4207 </description>
4208 <use><![CDATA[
4209 How to make a "passport": You take the special key arch
4210 (archetype name is "key2"), set the face to something like
4211 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4212 certainly must match with the appropiate inventory checker.
4213 <br><br>
4214 Of course you can be creative with names and faces of
4215 key-objects. A "mysterious crystal" or a "big dragon claw"
4216 (with appropriate faces) appear more interesting than just
4217 a "strange key", or "passport".]]>
4218 </use>
4219 <attribute arch="slaying" editor="key string" type="string">
4220 This string must be identical with the &lt;key string&gt; in the
4221 locked door, then it can be unlocked. It can also be used
4222 to trigger inventory checkers.
4223 </attribute>
4224 <attribute arch="material" editor="material" type="bitmask_material">
4225 For Special Keys, material should always be unset or set
4226 to Adamantite. This prevents the key from getting
4227 burned or otherwise destroyed.
4228 </attribute>
4229 <attribute arch="unique" editor="unique item" type="bool">
4230 Unique items exist only one time on a server. If the item
4231 is taken, lost or destroyed - it's gone for good.
4232
4233 This can be used if you want to sell apartments on your
4234 map: Simply sell a unique passport/key, and place
4235 an inventory checker at the entrance of your apartment.
4236 </attribute>
4237 <attribute arch="startequip" editor="godgiven item" type="bool">
4238 A godgiven item vanishes as soon as the player
4239 drops it to the ground.
4240 </attribute>
4241 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4242 This will add a description to the object. The player can read
4243 this text by clicking on the item in his inventory. Use this
4244 message to describe what the key/passport is good for. A player
4245 might have 50 different keys on his key-ring. Don't expect
4246 players to recall their purpose just by their names.
4247 </attribute>
4248 </type>
4249
4250 <!--####################################################################-->
4251 <type number="101" name="Spell">
4252 <ignore>
4253 <ignore_list name="system_object" />
4254 </ignore>
4255 <description><![CDATA[
4256 Spell objects define a spell. When a spell is put in a spellbook,
4257 players can learn it by reading the book. Once learned, players
4258 can use the spell as often as they like. With increasing skill level
4259 of the player, spells may gain power but also increase cost.<br>
4260 Monsters can use spells which are put in their inventory (provided
4261 that certain "enabling" settings are correct). The monster's
4262 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4263 </description>
4264 <use><![CDATA[
4265 A lot of the spells' settings can be tuned and customized.
4266 When creating new spells which are accessible to players, it is
4267 important to think about balance. A single spell which is too
4268 powerful and/or too easy to use can eventually toss the whole skill
4269 and magic school system out of whack. Testing new spells is
4270 quite important therefore.]]>
4271 </use>
4272 <attribute arch="no_drop" value="1" type="fixed" />
4273 <attribute arch="invisible" value="1" type="fixed" />
4274 <attribute arch="skill" editor="skill name" type="string">
4275 The &lt;skill name&gt; matches the skill which is needed
4276 to cast this spell. This should be one out of "sorcery",
4277 "pyromancy", "evocation", "summoning" or "praying".
4278 If you want to fiddle with these, please take care not
4279 to upset the concept and balance of the various skills.
4280 </attribute>
4281 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4282 The &lt;spell type&gt; defines the basic type of spell.
4283 Some of these types are of a more generic nature than others.
4284 </attribute>
4285 <attribute arch="level" editor="spell level" type="int">
4286 </attribute>
4287 <attribute arch="casting_time" editor="casting time" type="int">
4288 </attribute>
4289 <attribute arch="duration" editor="duration" type="int">
4290 </attribute>
4291 <attribute arch="other_arch" editor="create object" type="string">
4292 </attribute>
4293 <attribute arch="sp" editor="cost spellpoints" type="int">
4294 </attribute>
4295 <attribute arch="grace" editor="cost grace" type="int">
4296 </attribute>
4297 <attribute arch="maxsp" editor="double cost per level" type="int">
4298 </attribute>
4299 </type>
4300
4301 <!--####################################################################-->
4302 <type number="85" name="Spellbook">
4303 <description><![CDATA[
4304 By reading a spellbook, the player has a chance of learning the
4305 contained spell. Once learned from a book, the spell is available
4306 forever. Spellbooks with high level spells require some skill-level
4307 to read.<br><br>
4308 You can create widely customized spells only by adjusting the
4309 spell object in the spellbooks inventory. Refer to the description
4310 of spell objects for detailed information how to customize spells.<br>
4311 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4312 with a compilation of spells that the book may contain.]]>
4313 </description>
4314 <use><![CDATA[
4315 Don't put any of the godgiven spells into a spellbook! These are
4316 reserved for the followers of the appropriate cults. Handing them
4317 out in a spellbook would violate the balance between different religions.
4318 <br><br>
4319 Note that there is no fundamental difference between the spellbooks
4320 of varying schools (pyromancy, sorcery, evocation, summoning, and
4321 even praying). The difference lies only in the spells they contain.
4322 It is up to you, the mapmaker, to pick the right type of book
4323 for your spells.]]>
4324 </use>
4325 <attribute arch="skill" value="literacy" type="fixed" />
4326 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4327 There are two ways to put spells into a spellbook:
4328 1. Put a spell object in the books inventory. In this case,
4329 treasurelist must be set to &lt;none&gt;.
4330 2. Choose a treasurelist which contains spells.
4331 In that way, a spell will be chosen randomly from the list.
4332 </attribute>
4333 <attribute arch="startequip" editor="godgiven item" type="bool">
4334 A godgiven item vanishes as soon as the player
4335 drops it to the ground.
4336 </attribute>
4337 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4338 This text may contain a nice description
4339 of the spellbook's cover or something.
4340 </attribute>
4341 </type>
4342
4343 <!--####################################################################-->
4344 <type number="90" name="Spinner">
4345 <ignore>
4346 <ignore_list name="non_pickable" />
4347 </ignore>
4348 <description><![CDATA[
4349 Spinners change the direction of spell objects and other projectiles
4350 that fly past. Unlike directors, it does make a difference from what
4351 angle you shoot into the spinner. The direction of objects flying past
4352 is always changed by a certain degree.]]>
4353 </description>
4354 <use><![CDATA[
4355 Spinners are very rarely used. I believe they are quite
4356 confusing and pointless. The only use I can think of is building
4357 some puzzle about where to shoot into spinners to shoot somewhere you
4358 otherwise couldn't.
4359
4360 When placing spinners on a map with magic walls, make sure the spell-
4361 projectiles from magic walls don't get to fly in loops.]]>
4362 </use>
4363 <attribute arch="sp" editor="direction number" type="int">
4364 The spinner will change the direction of flying objects by
4365 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4366 positive values counter clockwise.
4367
4368 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4369 </attribute>
4370 &move_on;
4371 </type>
4372
4373 <!--####################################################################-->
4374 <type number="138" name="Swamp">
4375 <ignore>
4376 <ignore_list name="non_pickable" />
4377 </ignore>
4378 <description><![CDATA[
4379 Swamp areas show a special behaviour:
4380 When a player stands still on a swamp-square for too long,
4381 he will start to sink in and eventually drown and die.
4382 Items dropped on the swamp sink in and dissapear.
4383 Players with knowledge of the woodsman skill are a lot less likely
4384 to die in the swamp.]]>
4385 </description>
4386 <attribute arch="is_floor" value="1" type="fixed" />
4387 <attribute arch="is_wooded" value="1" type="fixed" />
4388 <attribute arch="speed" editor="drowning speed" type="float">
4389 The higher the &lt;drowning speed&gt;, the faster will players and items
4390 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4391 and unexpected death-trap. Players should get a warning before such areas.
4392 </attribute>
4393 &speed_left;
4394 &move_on;
4395 &movement_types_terrain;
4396 <attribute arch="no_magic" editor="no spells" type="bool">
4397 If enabled, it is impossible for players to use (wizard-)
4398 spells on that spot.
4399 </attribute>
4400 <attribute arch="damned" editor="no prayers" type="bool">
4401 If enabled, it is impossible for players to use prayers
4402 on that spot. It also prevents players from saving.
4403 </attribute>
4404 </type>
4405
4406 <!--####################################################################-->
4407 <type number="41" name="Teleporter">
4408 <ignore>
4409 <ignore_list name="non_pickable" />
4410 </ignore>
4411 <description><![CDATA[
4412 When the player walks into a teleporter, he is transferred to a
4413 different location. The main difference to the object-type exit
4414 is the possibility to have teleporters connected to levers/buttons/etc.
4415 Sometimes teleporters are activated even against the players will.
4416 <br><br>
4417 Unlike exits, teleporters can also transfer items and
4418 monsters to different locations on the same map.]]>
4419 </description>
4420 <use><![CDATA[
4421 When creating maps, I guess sooner or later you'll want to have
4422 an invisible teleporter. If using "invisible 1", the teleporter
4423 can still be discovered with the show_invisible spell. And in
4424 some cases you can't place it under the floor to prevent this.
4425 <br><br>
4426 Fortunately, there is a cool trick to make a perfectly invisible
4427 teleporter: You simply add teleporter functionality to the floor
4428 itself. That means: You take the floor arch (e.g. "flagstone"),
4429 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4430 </use>
4431 <attribute arch="slaying" editor="exit path" type="string">
4432 The exit path specifies the map that the player is transferred to.
4433 &lt;exit path&gt; can be an absolute path, beginning with '/'
4434 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4435 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4436 for example I could use the relative path "Fire1"). Use relative
4437 paths whenever possible! Note that upper/lower case must always be
4438 set correctly. However, please use lower case only.
4439
4440 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4441 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4442 monsters and items. In this case, the destined map is automatically
4443 the same map the teleporter is on.
4444 </attribute>
4445 <attribute arch="hp" editor="destination X" type="int">
4446 The exit destinations define the (x, y)-coordinates where the exit
4447 leads to.
4448
4449 If both are set to zero and &lt;exit path&gt; is empty, the player will
4450 get teleported to another, randomly chosen teleporter on the same
4451 map (Slightly confusing for the player though). Make sure there
4452 actually *is* a second one in that case.
4453
4454 If both are set to zero and &lt;exit path&gt; is set, the player will
4455 be transferred to the "default enter location" of the destined map.
4456 The latter can be set in the map-properties as "Enter X/Y". Though,
4457 please DO NOT use that. It turned out to be a source for numerous
4458 map-bugs.
4459 </attribute>
4460 <attribute arch="sp" editor="destination Y" type="int">
4461 The exit destinations define the (x, y)-coordinates where the exit
4462 leads to.
4463
4464 If both are set to zero and &lt;exit path&gt; is empty, the player will
4465 get teleported to another, randomly chosen teleporter on the same
4466 map (Slightly confusing for the player though). Make sure there
4467 actually *is* a second one in that case.
4468
4469 If both are set to zero and &lt;exit path&gt; is set, the player will
4470 be transferred to the "default enter location" of the destined map.
4471 The latter can be set in the map-properties as "Enter X/Y". Though,
4472 please DO NOT use that. It turned out to be a source for numerous
4473 map-bugs.
4474 </attribute>
4475 <attribute arch="connected" editor="connection" type="int">
4476 If a connection value is set, the teleporter will be activated
4477 whenever the connection is triggered. To use this properly,
4478 &lt;activation speed&gt; must be zero.
4479 </attribute>
4480 &activate_on;
4481 <attribute arch="speed" editor="activation speed" type="float">
4482 If the &lt;activation speed&gt; is nonzero, the teleporter will
4483 automatically be activated in regular time-intervals. Hence, the
4484 player can just step on it and gets teleported sooner or later.
4485 The duration between two activates depends on the given value.
4486 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4487
4488 VERY IMPORTANT: If you want to have your teleporter activated via
4489 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4490 </attribute>
4491 &speed_left;
4492 </type>
4493
4494 <!--####################################################################-->
4495 <type number="26" name="Timed Gate">
4496 <ignore>
4497 <ignore_list name="non_pickable" />
4498 </ignore>
4499 <description><![CDATA[
4500 Gates play an important role in Deliantra. Gates can be opened
4501 by activating a button/trigger, by speaking passwords (-> magic_ear)
4502 or carrying special key-objects (-> inventory checker).
4503 Unlike locked doors, gates can get shut again after a player has
4504 passed, which makes them more practical in many cases. Unlike normal
4505 gates, timed gates open when triggered but automatically close again
4506 after some time.]]>
4507 </description>
4508 <use><![CDATA[
4509 Use gates to divide your maps into separated areas. After solving
4510 area A, the player gains access to area B, and so on. Make your
4511 maps more complex than "one-way".]]>
4512 </use>
4513 <attribute arch="no_pick" value="1" type="fixed" />
4514 <attribute arch="connected" editor="connection" type="int">
4515 Whenever the inventory checker is triggered, all objects with identical
4516 &lt;connection&gt; value get activated. This only makes sense together with
4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4518 after some time.
4519 </attribute>
4520 &activate_on;
4521 <attribute arch="wc" editor="position state" type="int">
4522 The &lt;position state&gt; defines the position of the gate:
4523 Zero means completely open/down, the "number of animation-steps" (usually
4524 about 6 or 7) means completely closed/up state. I suggest you don't
4525 mess with this value - Leave the default in place.
4526 </attribute>
4527 &movement_types_terrain;
4528 <attribute arch="no_magic" editor="restrict spells" type="bool">
4529 Restricting the use of spells to pass this gate. This has
4530 an effect only if &lt;block view&gt; is disabled.
4531 </attribute>
4532 <attribute arch="damned" editor="restrict prayers" type="bool">
4533 Restricting the use of prayers to pass this door. This has
4534 an effect only if &lt;block view&gt; is disabled.
4535 </attribute>
4536 <attribute arch="hp" editor="open duration" type="int">
4537 Defines the duration the gate remains closed. This only takes effect
4538 if the gate is not connected.
4539 </attribute>
4540 </type>
4541
4542 <!--####################################################################-->
4543 <type number="155" name="Trap">
4544 <ignore>
4545 <attribute arch="no_pick" />
4546 <attribute arch="title" />
4547 <attribute arch="name_pl" />
4548 <attribute arch="weight" />
4549 <attribute arch="value" />
4550 <attribute arch="material" />
4551 <attribute arch="unpaid" />
4552 </ignore>
4553 <description><![CDATA[
4554 A trap is a object that can either do damage or trigger another connected object
4555 when detonated. Traps are like runes except they are not magical in nature,
4556 and generally have either a physical attack or trigger a reaction.
4557 <br><br>
4558 Traps hit any monster or person who steps on them for 'dam' damage in
4559 'attacktype' attacktype and/or trigger a reaction.
4560 <br><br>
4561 Many traps are already defined in the archetypes.]]>
4562 </description>
4563 <use><![CDATA[
4564 Avoid monsters stepping on your traps. For example, a party of orcs setting
4565 off your lightning wall and pit trap is usually a bad idea.]]>
4566 </use>
4567 <attribute arch="no_pick" value="1" type="fixed" />
4568 &move_on;
4569 <attribute arch="level" editor="trap level" type="int">
4570 Level effects how easily a trap may be found and disarmed, and
4571 how much experience the player gets for doing so. Beware: High level
4572 traps can be quite a cheap source of experience! So either make them
4573 tough, or keep the level low.
4574 </attribute>
4575 <attribute arch="Cha" editor="visibility" type="int">
4576 This value determines what fraction of the time the trap is visible:
4577 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4578 how easily the trap may be found.
4579 </attribute>
4580 <attribute arch="hp" editor="number of charges" type="int">
4581 The trap will detonate &lt;number of charges&gt; times before disappearing.
4582 </attribute>
4583 <attribute arch="dam" editor="direct damage" type="int">
4584 &lt;direct damage&gt; specifies how much damage is done by the trap.
4585 This should be set in reasonable relation to the trap's level.
4586 </attribute>
4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4588 This attribute defines what attacktype to use for direct damage when
4589 the trap detonates.
4590 </attribute>
4591 <attribute arch="connected" editor="connection" type="int">
4592 When the trap is detonated, all objects with the same
4593 connection value get activated.
4594 </attribute>
4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4596 When the trap detonates, this text is displayed to the
4597 victim. For especially powerful or complex traps, create an appropriate
4598 and thrilling description. ;)
4599 </attribute>
4600 </type>
4601
4602 <!--####################################################################-->
4603 <type number="95" name="Trapdoor">
4604 <ignore>
4605 <ignore_list name="non_pickable" />
4606 </ignore>
4607 <description><![CDATA[
4608 Trapdoors are very similar to pits. The difference is that they
4609 can not be closed. Instead, the weight of the object on the
4610 trapdoor determines weither it slams the trapdoor open and falls through
4611 or not.<br>
4612 Once a trapdoor has been opened (by a creature or items of sufficient
4613 weight,) it remains open, acting like an opened pit.]]>
4614 </description>
4615 <use><![CDATA[
4616 Trapdoors should be used in the same fashion as pits:
4617 They should always drop the victims to some kind of lower level. They
4618 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4619 </use>
4620 <attribute arch="no_pick" value="1" type="fixed" />
4621 &move_on;
4622 <attribute arch="weight" editor="hold weight" type="int">
4623 This value defines how much weight the trapdoor can hold.
4624 Once items or creatures are gathered on the trapdoor, with
4625 a total weight surpassing this value, then the trapdoor will
4626 open and things start falling through.
4627 </attribute>
4628 <attribute arch="hp" editor="destination X" type="int">
4629 The trapdoor will transport creatures (and items) randomly into
4630 a two-square radius of the destination coordinates.
4631 If the destination square becomes blocked, the trapdoor will act like
4632 being filled up and not work anymore!
4633 </attribute>
4634 <attribute arch="sp" editor="destination Y" type="int">
4635 The trapdoor will transport creatures (and items) randomly into
4636 a two-square radius of the destination coordinates.
4637 If the destination square becomes blocked, the trapdoor will act like
4638 being filled up and not work anymore!
4639 </attribute>
4640 </type>
4641
4642 <!--####################################################################-->
4643 <type number="4" name="Treasure">
4644 <ignore>
4645 <attribute arch="nrof" />
4646 <attribute arch="title" />
4647 <attribute arch="name_pl" />
4648 <attribute arch="weight" />
4649 <attribute arch="value" />
4650 <attribute arch="material" />
4651 </ignore>
4652 <description><![CDATA[
4653 A treasure-object turns into certain randomitems when the map is loaded
4654 into the game.]]>
4655 </description>
4656 <use><![CDATA[
4657 About usage of the "random-artifact" treasurelist:
4658 This will generate powerful stuff like girdles, xray helmets, special
4659 swords etc. If you put this as reward to your quest, players might be
4660 motivated to do it more than once. BUT, by doing so they will get a huge
4661 number of different artifacts! Besides, players will always seek the place
4662 with the most easy-to-get random artifact and ignore all others.
4663 My advice: Don't use it! Attract players with good fighting experience
4664 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4665 </use>
4666 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4667 This entry determines what kind of treasure will appear. Look into
4668 /crossfire/share/crossfire/treasures for details about existing
4669 treasurelists.
4670 </attribute>
4671 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4672 "Auto-generate" must be set in order to have the treasure be created
4673 when the map is loaded.
4674 If you want to create a random treasure chest, you unset this flag.
4675 That way, the player has to apply the object (the chest), then the
4676 treasure is generated.
4677 </attribute>
4678 <attribute arch="hp" editor="create number" type="int">
4679 "Create number" specifies how many pieces of the given treasurelist
4680 will appear. Note that for every piece there is a chance that nothing is
4681 generated. Also, sometimes there can be stacks of items generated, like
4682 for gems/money.
4683 </attribute>
4684 <attribute arch="exp" editor="quality level" type="int">
4685 The &lt;quality level&gt; will be used for the quality of the generated
4686 treasure instead of the map difficulty (as was done with shops).
4687 If zero/unset, the map difficulty will instead be used.
4688 (Example for comparison: Shop floors generate treasure of
4689 &lt;quality level&gt; 5 per default).
4690 </attribute>
4691 </type>
4692
4693 <!--####################################################################-->
4694 <type number="52" name="Trigger Marker">
4695 <ignore>
4696 <ignore_list name="system_object" />
4697 </ignore>
4698 <description><![CDATA[
4699 A trigger marker is an object that inserts an invisible force (a mark) into a
4700 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4701 &lt;key string&gt; which can be discovered by detectors or inventory
4702 checkers. It is also possible to use markers for removing marks again.
4703 <br><br>
4704 Note that the player has no possibility to "see" his own marks,
4705 except by the effect that they cause on the maps.]]>
4706 </description>
4707 <use><![CDATA[
4708 Markers hold real cool possibilities for map-making. I encourage
4709 you to use them frequently. However there is one negative point
4710 about markers: Players don't "see" what's going on with them. It is
4711 your task, as map-creator, to make sure the player is always well
4712 informed and never confused.
4713 <br><br>
4714 Please avoid infinite markers when they aren't needed. They're
4715 using a little space in the player file after all, so if there
4716 is no real purpose, set an expire time.]]>
4717 </use>
4718 <attribute arch="no_pick" value="1" type="fixed" />
4719 <attribute arch="slaying" editor="key string" type="string">
4720 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4721 If the player already has a force with that &lt;key string&gt;,
4722 there won't be inserted a second one.
4723 </attribute>
4724 <attribute arch="connected" editor="connection" type="int">
4725 Unlike a regular marker this is the connection that triggers this marker to activate.
4726 </attribute>
4727 <attribute arch="food" editor="mark duration" type="int">
4728 This value defines the duration of the force it inserts.
4729 If nonzero, the duration of the player's mark is finite:
4730 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4731 means the mark will stay on the player forever.
4732 </attribute>
4733 <attribute arch="name" editor="delete mark" type="string">
4734 When the player steps onto the marker, all existing forces in
4735 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4736 will be removed. If you don't want to remove any marks, leave
4737 this textfield empty.
4738
4739 Note that the string &lt;delete mark&gt; is set as the name of
4740 this marker. So don't be confused, and remember changing the
4741 name will take effect on the marker's functionality.
4742 </attribute>
4743 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4744 In the moment when the player gets marked, this text is displayed
4745 to him. You should really set a message in any marker you create,
4746 because it's the only way for the player to notice what's going on.
4747 </attribute>
4748 </type>
4749
4750 <!--####################################################################-->
4751 <type number="0" name="Wall">
4752 <required>
4753 <attribute arch="is_floor" value="0" />
4754 <attribute arch="alive" value="0" />
4755 <attribute arch="no_pass" value="1" />
4756 </required>
4757 <ignore>
4758 <attribute arch="nrof" />
4759 <attribute arch="title" />
4760 <attribute arch="name_pl" />
4761 <attribute arch="value" />
4762 <attribute arch="unpaid" />
4763 </ignore>
4764 <description><![CDATA[
4765 Walls usually block passage and sight.]]>
4766 </description>
4767 &movement_types_terrain;
4768 <attribute arch="can_roll" editor="moveable" type="bool">
4769 If set, the object is able to "roll", so it can be pushed around.
4770 This setting is used for boulders and barrels.
4771 </attribute>
4772 <attribute arch="no_magic" editor="restrict spells" type="bool">
4773 This takes effect only with &lt;blocksview&gt; disabled.
4774 Restricting the use of spells to pass this wall.
4775 </attribute>
4776 <attribute arch="damned" editor="restrict prayers" type="bool">
4777 This takes effect only with &lt;blocksview&gt; disabled.
4778 Restricting the use of spells to pass this wall.
4779 </attribute>
4780 </type>
4781
4782 <!--####################################################################-->
4783 <type number="109" name="Wand &amp; Staff">
4784 <description><![CDATA[
4785 Wands contain a certain spell. The player can apply (ready) and
4786 fire the wand. After a defined number of casts, the wand is
4787 "used up". It is possible to recharge a wand with scrolls of
4788 charging, but usually that isn't worth the cost.]]>
4789 </description>
4790 <use><![CDATA[
4791 Wands are quite seldomly used. The reason prolly is that they're
4792 generally not cost-efficient. Handing out high-level wands with
4793 powerful special spells isn't a good idea either, because of
4794 the recharge ability.
4795 <br><br>
4796 For low levels, staffs of healing/cure and word of recall are
4797 quite desirable though. Ideal rewards for low level quests.]]>
4798 </use>
4799 <attribute arch="sp" editor="spell" type="spell">
4800 The &lt;spell&gt; specifies the contained spell.
4801 </attribute>
4802 <attribute arch="level" editor="casting level" type="int">
4803 The &lt;casting level&gt; of the wand determines it's power.
4804 An average level for wands in shops is about 10.
4805 </attribute>
4806 <attribute arch="food" editor="number of charges" type="int">
4807 The wand can be used &lt;number of charges&gt; times before it is
4808 used up. It can be recharged with scrolls of charging.
4809 </attribute>
4810 <attribute arch="startequip" editor="godgiven item" type="bool">
4811 A godgiven item vanishes as soon as the player
4812 drops it to the ground.
4813 </attribute>
4814 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4815 This text may contain a description of the wand.
4816 </attribute>
4817 </type>
4818
4819 <!--####################################################################-->
4820 <type number="0" name="Weak Wall">
4821 <required>
4822 <attribute arch="is_floor" value="0" />
4823 <attribute arch="alive" value="1" />
4824 <attribute arch="tear_down" value="1" />
4825 </required>
4826 <ignore>
4827 <ignore_list name="non_pickable" />
4828 </ignore>
4829 <description><![CDATA[
4830 A weak wall is a breakable spot amidsts a solid wall. Typically
4831 these weak walls look similar to their solid "relatives" except
4832 for a small crack or little chunks of wall on the ground.]]>
4833 </description>
4834 <use><![CDATA[
4835 If you want to create hidden rooms, using weak walls is alot
4836 better than completely indiscernible passages in a wall.<br>
4837 Anyways, there can be a lot more to weak walls than just finding
4838 them: Rising their defensive stats, weak walls can become a
4839 serious obstacle. An ice wall might only be torn down by a fire
4840 attack for example. A granite wall for instance might be very
4841 hard to destroy.]]>
4842 </use>
4843 <attribute arch="alive" value="1" type="fixed" />
4844 <attribute arch="no_pick" value="1" type="fixed" />
4845 <attribute arch="tear_down" value="1" type="fixed" />
4846 <attribute arch="race" editor="race" type="string">
4847 For weak walls, &lt;race&gt; should always be set to "wall",
4848 unless you create something fancy like a building which
4849 is in fact meant to be a huge animal.
4850 Note that shovels slay walls, so they do tripple damage
4851 against weak walls.
4852 </attribute>
4853 <attribute arch="level" editor="level" type="int">
4854 The &lt;level&gt; of a weak wall works similar to monster levels.
4855 Due to the fact that weak walls cannot attack, the level
4856 is much less important though.
4857 </attribute>
4858 <attribute arch="hp" editor="health points" type="int">
4859 The &lt;health points&gt; of a weak wall define how long it takes to
4860 tear it down. With every successful hit from an opponent,
4861 &lt;health points&gt; get drained.
4862 </attribute>
4863 <attribute arch="maxhp" editor="max health" type="int">
4864 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4865 weak wall can have. Since walls generally don't heal, I doubt
4866 this has much real effect.
4867 </attribute>
4868 <attribute arch="ac" editor="armour class" type="int">
4869 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4870 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4871 </attribute>
4872 &resistances_basic;
4873 </type>
4874
4875 <!--####################################################################-->
4876 <type number="15" name="Weapon">
4877 <description><![CDATA[
4878 Wielding a weapon, the object's stats will directly be inherited to the
4879 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4880 be improved with scrolls.]]>
4881 </description>
4882 <use><![CDATA[
4883 If you create artifacts (equipment) with stats- or resistance-bonus:
4884 Keep playbalance in mind! Such items mustn't be reachable without hard
4885 fighting AND questing.]]>
4886 </use>
4887 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4888 This number is a bitmask, specifying the weapon's attacktypes.
4889 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4890 have no more than one or two attacktypes. Keep in mind that all weapons
4891 can be blessed by the player's diety, thus adding an additional attacktype.
4892
4893 When a player hits a monster with a weapon that has more than one attacktype,
4894 then he will do as much damage as the "best" of his attacktypes does. So,
4895 the more attacktypes you've got, the better your chance to take advantage
4896 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4897 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4898 </attribute>
4899 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4900 The &lt;weapontype&gt; characterizes the weapon's type of physical
4901 attack. It could best be considered a "subclassification"
4902 of the physical attacktype. For now, this is only used for
4903 attack messages!
4904
4905 You should always set this correctly when creating new
4906 weapons for your maps.
4907 </attribute>
4908 <attribute arch="skill" editor="skill name" type="string">
4909 Matching &lt;skill name&gt; of the skill that is required
4910 to use this weapon.
4911 </attribute>
4912 <attribute arch="dam" editor="damage" type="int">
4913 The damage value is used as base value for how much damage the weapon
4914 does per hit. The actual damage involves more dependencies,
4915 like wielder's level and defender's level. Look at existing weapons
4916 to get a feel for the range of weapon damage values.
4917 </attribute>
4918 <attribute arch="slaying" editor="slaying race" type="string">
4919 Slaying means the weapon does tripple (3x) damage to monsters of the
4920 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4921 only monsters of that archtype are hit with tripple damage.
4922
4923 No god blessings are possible for weapons with a race set in this entry
4924 (That's because god blessings add tripple damage against their own
4925 enemy races). Tripple damage is very effective.
4926 </attribute>
4927 <attribute arch="last_sp" editor="weapon speed" type="int">
4928 The weapon speed determines how often the wielder can swing the weapon
4929 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4930 is best (that is lightning- fast). A typical average value is 8.
4931 Speed and damage should be kept in reasonable relation.
4932 </attribute>
4933 <attribute arch="wc" editor="weapon class" type="int">
4934 The weapon class value adds to the overall weapon class of the wielder's
4935 melee attacks. Weapon class improves the chance of hitting the opponent.
4936 </attribute>
4937 <attribute arch="magic" editor="magic bonus" type="int">
4938 For a weapon, magic bonus works just like weapon class, except that
4939 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4940 less useful than direct weapon class value on a weapon.
4941 </attribute>
4942 <attribute arch="item_power" editor="item power" type="int">
4943 The &lt;item power&gt; value measures how "powerful" an artifact is.
4944 Players will only be able to wear equipment with a certain total
4945 amount of &lt;item power&gt;, depending on their own level. This is the
4946 only way to prevent low level players to wear "undeserved" equipment
4947 (like gifts from other players or cheated items).
4948
4949 It is very important to adjust the &lt;item power&gt; value carefully
4950 for every artifact you create! If zero/unset, the Deliantra server will
4951 calculate a provisional value at runtime, but this is never
4952 going to be an accurate measurement of &lt;item power&gt;.
4953 </attribute>
4954 <attribute arch="damned" editor="damnation" type="bool">
4955 A damned weapon cannot be unwielded unless
4956 the curse is removed. Removing damnations is
4957 a tick harder than removing curses.
4958 </attribute>
4959 <attribute arch="cursed" editor="curse" type="bool">
4960 A cursed weapon cannot be unwielded unless
4961 the curse is removed.
4962 </attribute>
4963 <attribute arch="lifesave" editor="save life" type="bool">
4964 An item with this flag enabled will save the players life
4965 for one time: When the player is wearing this item and his
4966 health points reach zero, the item disappears, replenishing
4967 half of the player's health.
4968
4969 An item with &lt;save life&gt; should not have
4970 any decent additional bonuses!
4971 </attribute>
4972 <attribute arch="unique" editor="unique item" type="bool">
4973 Unique items exist only one time on a server. If the item
4974 is taken, lost or destroyed - it's gone for good.
4975 </attribute>
4976 <attribute arch="startequip" editor="godgiven item" type="bool">
4977 A godgiven item vanishes as soon as the player
4978 drops it to the ground.
4979 </attribute>
4980 &player_stat_resist_sections;
4981 <section name="misc">
4982 <attribute arch="luck" editor="luck bonus" type="int">
4983 With positive luck bonus, the player is more likely to
4984 succeed in all sorts of things (spellcasting, praying,...).
4985 Unless the &lt;luck bonus&gt; is very high, the effect will be
4986 barely visible in-game. Luck bonus on one piece of equipment
4987 should never exceed 3, and such bonus should not be too
4988 frequently available.
4989 </attribute>
4990 <attribute arch="hp" editor="health regen." type="int">
4991 Positive &lt;health regen.&gt; bonus speeds up the
4992 player's healing process. Negative values slow it down.
4993 </attribute>
4994 <attribute arch="sp" editor="mana regen." type="int">
4995 Positive &lt;mana regen.&gt; bonus speeds up the
4996 player's mana regeneration. Negative values slow it down.
4997 </attribute>
4998 <attribute arch="grace" editor="grace regen." type="int">
4999 Positive &lt;grace regen.&gt; bonus speeds up the
5000 player's grace regeneration. Negative values slow it down.
5001 Since grace can be regenerated rather easy with praying,
5002 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5003 </attribute>
5004 <attribute arch="food" editor="food bonus" type="int">
5005 Positive &lt;food bonus&gt; slows down the player's digestion,
5006 thus he consumes less food. Negative values speed it up.
5007
5008 Note that food is consumed not only for "being alive", but
5009 also for healing and mana-regeneration.
5010 &lt;food bonus&gt; only affects the amount of food consumed
5011 for "being alive". Hence, even with high &lt;food bonus&gt;,
5012 during a fight a player can run out of food quickly.
5013 </attribute>
5014 <attribute arch="xrays" editor="xray vision" type="bool">
5015 Xray vision allows the player to see through obstacles
5016 in a two-square-wide radius. This is extremely helpful and
5017 desirable, so don't give it away for cheap on equipment.
5018 </attribute>
5019 <attribute arch="stealth" editor="stealth" type="bool">
5020 Stealth allows the player to move silently.
5021 This comes to effect if a player turns himself
5022 invisible and tries to sneak around monsters.
5023 (At least that was the idea behind it)
5024 </attribute>
5025 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5026 If a player is wearing any piece of equipment with
5027 the ability to &lt;reflect spells&gt;, all kinds of
5028 spell-bullets and -beams will bounce off him.
5029 This works only about 90% of all times, to
5030 avoid players being completely immune to certain
5031 types of attacks.
5032
5033 This is a very powerful ability and it
5034 shouldn't be handed out cheap!
5035 </attribute>
5036 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5037 If a player is wearing any piece of equipment with
5038 the ability to &lt;reflect missiles&gt;, all kinds of
5039 projectiles (e.g. arrows, bolts, boulders) will
5040 bounce off him. This works only about 90% of all
5041 times, to avoid players being completely immune to
5042 certain types of attacks.
5043 </attribute>
5044 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5045 Click on the &lt;attuned paths&gt; button to select spellpaths.
5046 The player will get attuned to the specified spellpaths
5047 while wearing this weapon.
5048 </attribute>
5049 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5050 Click on the &lt;repelled paths&gt; button to select spellpaths.
5051 The player will get repelled to the specified spellpaths
5052 while wearing this weapon.
5053 </attribute>
5054 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5055 Click on the &lt;denied paths&gt; button to select spellpaths.
5056 The specified spellpaths will be denied to the player
5057 while wearing this weapon.
5058 </attribute>
5059 </section>
5060 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5061 This text describes the weapons's "story". Every decent artifact weapon
5062 should have such a description.
5063 </attribute>
5064 </type>
5065
5066 <type number="116" name="Event Connector">
5067 <description><![CDATA[
5068 Event connectors link specific events that happen to objects to
5069 a crossfire plug-in. They are not used at all in Deliantra.]]>
5070 </description>
5071 </type>
5072
5073 </types>